本文整理汇总了C++中Text::SetVerticalAlignment方法的典型用法代码示例。如果您正苦于以下问题:C++ Text::SetVerticalAlignment方法的具体用法?C++ Text::SetVerticalAlignment怎么用?C++ Text::SetVerticalAlignment使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Text
的用法示例。
在下文中一共展示了Text::SetVerticalAlignment方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CreateUI
void Navigation::CreateUI()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will point the raycast target
XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto(style);
ui->SetCursor(cursor);
// Set starting position of the cursor at the rendering window center
Graphics* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys to move, RMB to rotate view\n"
"Shift+LMB to set path start, LMB to set path end\n"
"MMB to add or remove obstacles\n"
"Space to toggle debug geometry"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例2: cursor
void Urho3DTemplate::CreateUI()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
//Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will control the camera, and when visible it will point the raycast target
XMLFile* style = cache->GetResource<XMLFile>("UI/Defaultstyle.xml");
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto(style);
ui->SetCursor(cursor);
//Set starting position of the cursor at the rendering window center
Graphics* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth()/2, graphics->GetHeight()/2);
//Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Lorum ipsum, dolor set amet"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
//The text has multiple rows. Center them in relation to each other
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight()/4);
}
示例3: CreateInstructions
void VehicleDemo::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys to drive, mouse/touch to rotate camera\n"
"F5 to save scene, F7 to load"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
// insert speed
Text* speedText = ui->GetRoot()->CreateChild<Text>("UITextSpeed");
speedText->SetText("x km/h");
speedText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
speedText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
speedText->SetHorizontalAlignment(HA_CENTER);
speedText->SetVerticalAlignment(VA_CENTER);
speedText->SetPosition(ui->GetRoot()->GetWidth()/8, ui->GetRoot()->GetHeight() / 8);
Text* gearText = ui->GetRoot()->CreateChild<Text>("UITextGear");
gearText->SetText("x gear");
gearText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
gearText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
gearText->SetHorizontalAlignment(HA_CENTER);
gearText->SetVerticalAlignment(VA_CENTER);
gearText->SetPosition(ui->GetRoot()->GetWidth()/8, ui->GetRoot()->GetHeight() / 6);
}
示例4: CreateGUI
void Player::CreateGUI()
{
UI* ui = GetSubsystem<UI>();
Text* scoreText = ui->GetRoot()->CreateChild<Text>();
scoreText->SetName("Score");
scoreTextName_ = scoreText->GetName();
scoreText->SetText(String(score_));
scoreText->SetFont(masterControl_->cache_->GetResource<Font>("Resources/Fonts/skirmishergrad.ttf"), 32);
scoreText->SetColor(Color(0.5f, 0.95f, 1.0f, 0.666f));
scoreText->SetHorizontalAlignment(HA_CENTER);
scoreText->SetVerticalAlignment(VA_CENTER);
scoreText->SetPosition(0, ui->GetRoot()->GetHeight()/2.5f);
//Setup 3D GUI elements
guiNode_ = masterControl_->world.scene->CreateChild("GUI3D");
healthBarNode_ = guiNode_->CreateChild("HealthBar");
healthBarNode_->SetPosition(Vector3(0.0f, 1.0f, 21.0f));
healthBarNode_->SetScale(Vector3(health_, 1.0f, 1.0f));
healthBarModel_ = healthBarNode_->CreateComponent<StaticModel>();
healthBarModel_->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Bar.mdl"));
healthBarModel_->SetMaterial(masterControl_->cache_->GetTempResource<Material>("Resources/Materials/GreenGlowEnvmap.xml"));
shieldBarNode_ = guiNode_->CreateChild("HealthBar");
shieldBarNode_->SetPosition(Vector3(0.0f, 1.0f, 21.0f));
shieldBarNode_->SetScale(Vector3(health_, 0.9f, 0.9f));
shieldBarModel_ = shieldBarNode_->CreateComponent<StaticModel>();
shieldBarModel_->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Bar.mdl"));
shieldBarModel_->SetMaterial(masterControl_->cache_->GetResource<Material>("Resources/Materials/BlueGlowEnvmap.xml"));
Node* healthBarHolderNode = guiNode_->CreateChild("HealthBarHolder");
healthBarHolderNode->SetPosition(Vector3(0.0f, 1.0f, 21.0f));
StaticModel* healthBarHolderModel = healthBarHolderNode->CreateComponent<StaticModel>();
healthBarHolderModel->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/BarHolder.mdl"));
healthBarHolderModel->SetMaterial(masterControl_->cache_->GetResource<Material>("Resources/Materials/Metal.xml"));
appleCounterRoot_ = guiNode_->CreateChild("AppleCounter");
for (int a = 0; a < 5; a++){
appleCounter_[a] = appleCounterRoot_->CreateChild();
appleCounter_[a]->SetEnabled(false);
appleCounter_[a]->SetPosition(Vector3(-(a + 8.0f), 1.0f, 21.0f));
appleCounter_[a]->SetScale(0.333f);
StaticModel* apple = appleCounter_[a]->CreateComponent<StaticModel>();
apple->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Apple.mdl"));
apple->SetMaterial(masterControl_->cache_->GetTempResource<Material>("Resources/Materials/GoldEnvmap.xml"));
}
heartCounterRoot_ = guiNode_->CreateChild("HeartCounter");
for (int h = 0; h < 5; h++){
heartCounter_[h] = heartCounterRoot_->CreateChild();
heartCounter_[h]->SetEnabled(false);
heartCounter_[h]->SetPosition(Vector3(h + 8.0f, 1.0f, 21.0f));
heartCounter_[h]->SetScale(0.333f);
StaticModel* heart = heartCounter_[h]->CreateComponent<StaticModel>();
heart->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Heart.mdl"));
heart->SetMaterial(masterControl_->cache_->GetTempResource<Material>("Resources/Materials/RedEnvmap.xml"));
}
}
示例5: CreateInstructions
void LightAnimation::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Use WASD keys and mouse/touch to move");
Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
instructionText->SetFont(font, 15);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
// Animating text
Text* text = ui->GetRoot()->CreateChild<Text>("animatingText");
text->SetFont(font, 15);
text->SetHorizontalAlignment(HA_CENTER);
text->SetVerticalAlignment(VA_CENTER);
text->SetPosition(0, ui->GetRoot()->GetHeight() / 4 + 20);
}
示例6: CreateInstructions
void TowerApp::CreateInstructions() {
ResourceCache *cache = GetSubsystem<ResourceCache>();
UI *ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text *instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Use WASD keys to move, use PageUp PageDown keys to zoom.");
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例7: CreateInstructions
void SignedDistanceFieldText::CreateInstructions()
{
ResourceCache* cache = GetContext()->m_ResourceCache.get();
UI* ui = GetContext()->m_UISystem.get();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Use WASD keys and mouse/touch to move");
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例8:
void Urho2DConstraints::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Use WASD keys and mouse to move, Use PageUp PageDown to zoom.\n Space to toggle debug geometry and joints - F5 to save the scene.");
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
instructionText->SetTextAlignment(HA_CENTER); // Center rows in relation to each other
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例9: CreateInstructions
void SkeletalAnimation::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys and mouse to move\n"
"Space to toggle debug geometry"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例10: CreateInstructions
void UIDrag::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Drag on the buttons to move them around.\n"
"Touch input allows also multi-drag.\n"
"Press SPACE to show/hide tagged UI elements.");
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例11: CreateInstructions
void MultipleViewports::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys and mouse/touch to move\n"
"B to toggle bloom, F to toggle FXAA\n"
"Space to toggle debug geometry\n"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例12: CreateInstructions
void CharacterDemo::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys and mouse/touch to move\n"
"Space to jump, F to toggle 1st/3rd person\n"
"F5 to save scene, F7 to load"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例13: CreateInstructions
void PhysicsStressTest::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys and mouse to move\n"
"LMB to spawn physics objects\n"
"F5 to save scene, F7 to load\n"
"Space to toggle physics debug geometry"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
instructionText->SetTextAlignment(HA_CENTER);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
示例14: CreateGUI
void UIDrag::CreateGUI()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
UIElement* root = ui->GetRoot();
// Load the style sheet from xml
root->SetDefaultStyle(cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
for (int i=0; i < 10; i++)
{
Button* b = new Button(context_);
root->AddChild(b);
// Reference a style from the style sheet loaded earlier:
b->SetStyle("Button");
b->SetSize(300, 100);
b->SetPosition(IntVector2(50*i, 50*i));
if (i % 2 == 0)
b->AddTag("SomeTag");
SubscribeToEvent(b, E_DRAGMOVE, URHO3D_HANDLER(UIDrag, HandleDragMove));
SubscribeToEvent(b, E_DRAGBEGIN, URHO3D_HANDLER(UIDrag, HandleDragBegin));
SubscribeToEvent(b, E_DRAGCANCEL, URHO3D_HANDLER(UIDrag, HandleDragCancel));
SubscribeToEvent(b, E_DRAGEND, URHO3D_HANDLER(UIDrag, HandleDragEnd));
{
Text* t = new Text(context_);
b->AddChild(t);
t->SetStyle("Text");
t->SetHorizontalAlignment(HA_CENTER);
t->SetVerticalAlignment(VA_CENTER);
t->SetName("Text");
}
{
Text* t = new Text(context_);
b->AddChild(t);
t->SetStyle("Text");
t->SetName("Event Touch");
t->SetHorizontalAlignment(HA_CENTER);
t->SetVerticalAlignment(VA_BOTTOM);
}
{
Text* t = new Text(context_);
b->AddChild(t);
t->SetStyle("Text");
t->SetName("Num Touch");
t->SetHorizontalAlignment(HA_CENTER);
t->SetVerticalAlignment(VA_TOP);
}
}
for (int i = 0; i < 10; i++)
{
Text* t = new Text(context_);
root->AddChild(t);
t->SetStyle("Text");
t->SetName("Touch "+ String(i));
t->SetVisible(false);
}
}