本文整理汇总了C++中ToolBar::ReCreateButtons方法的典型用法代码示例。如果您正苦于以下问题:C++ ToolBar::ReCreateButtons方法的具体用法?C++ ToolBar::ReCreateButtons怎么用?C++ ToolBar::ReCreateButtons使用的例子?那么, 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ToolBar
的用法示例。
在下文中一共展示了ToolBar::ReCreateButtons方法的4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: ApplyUpdatedImages
void Theme::ApplyUpdatedImages()
{
AudacityProject *p = GetActiveProject();
for( int ii = 0; ii < ToolBarCount; ++ii )
{
ToolBar *pToolBar = p->mToolManager->GetToolBar(ii);
if( pToolBar )
pToolBar->ReCreateButtons();
}
}
示例2: Reset
void ToolManager::Reset()
{
int ndx;
// Disconnect all docked bars
for( ndx = 0; ndx < ToolBarCount; ndx++ )
{
wxWindow *parent;
ToolDock *dock;
ToolBar *bar = mBars[ ndx ];
// Disconnect the bar
if( bar->IsDocked() )
{
bar->GetDock()->Undock( bar );
parent = NULL;
}
else
{
parent = bar->GetParent();
}
if( ndx == SelectionBarID )
{
dock = mBotDock;
wxCommandEvent e;
bar->GetEventHandler()->ProcessEvent(e);
}
else
{
dock = mTopDock;
bar->ReCreateButtons();
}
bar->EnableDisableButtons();
#if 0
if( bar->IsResizable() )
{
bar->SetSize(bar->GetBestFittingSize());
}
#endif
dock->Dock( bar );
Expose( ndx, ndx == DeviceBarID ? false : true );
if( parent )
{
parent->Destroy();
}
}
LayoutToolBars();
Updated();
}
示例3: Reset
void ToolManager::Reset()
{
int ndx;
// The mInputMeter and mOutputMeter may be in use if audio is playing
// when this happens.
gAudioIO->SetMeters( NULL, NULL );
// Disconnect all docked bars
for( ndx = 0; ndx < ToolBarCount; ndx++ )
{
wxWindow *parent;
ToolDock *dock;
ToolBar *bar = mBars[ ndx ];
// Disconnect the bar
if( bar->IsDocked() )
{
bar->GetDock()->Undock( bar );
parent = NULL;
}
else
{
parent = bar->GetParent();
}
if( ndx == SelectionBarID )
{
dock = mBotDock;
wxCommandEvent e;
bar->GetEventHandler()->ProcessEvent(e);
}
else
{
dock = mTopDock;
bar->ReCreateButtons();
}
bar->EnableDisableButtons();
#if 0
if( bar->IsResizable() )
{
bar->SetSize(bar->GetBestFittingSize());
}
#endif
dock->Dock( bar );
Expose( ndx, true );
if( parent )
{
parent->Destroy();
}
}
// TODO:??
// If audio was playing, we stopped the VU meters,
// It would be nice to show them again, but hardly essential as
// they will show up again on the next play.
// SetVUMeters(AudacityProject *p);
LayoutToolBars();
Updated();
}
示例4: Reset
void ToolManager::Reset()
{
// Disconnect all docked bars
for ( const auto &entry : DefaultConfigTable )
{
int ndx = entry.barID;
ToolBar *bar = mBars[ ndx ].get();
ToolBarConfiguration::Position position {
(entry.rightOf == NoBarID) ? nullptr : mBars[ entry.rightOf ].get(),
(entry.below == NoBarID) ? nullptr : mBars[ entry.below ].get()
};
wxWindow *floater;
ToolDock *dock;
bool expose = true;
// Disconnect the bar
if( bar->IsDocked() )
{
bar->GetDock()->Undock( bar );
floater = NULL;
}
else
{
floater = bar->GetParent();
}
if (ndx == SelectionBarID
#ifdef EXPERIMENTAL_SPECTRAL_EDITING
|| ndx == SpectralSelectionBarID
#endif
)
{
dock = mBotDock;
wxCommandEvent e;
bar->GetEventHandler()->ProcessEvent(e);
}
else
{
dock = mTopDock;
bar->ReCreateButtons();
}
bar->EnableDisableButtons();
#if 0
if( bar->IsResizable() )
{
bar->SetSize(bar->GetBestFittingSize());
}
#endif
if( ndx == MeterBarID
#ifdef EXPERIMENTAL_SPECTRAL_EDITING
|| ndx == SpectralSelectionBarID
#endif
|| ndx == ScrubbingBarID
)
{
expose = false;
}
if( dock != NULL )
{
// when we dock, we reparent, so bar is no longer a child of floater.
dock->Dock( bar, false, position );
Expose( ndx, expose );
//OK (and good) to DELETE floater, as bar is no longer in it.
if( floater )
floater->Destroy();
}
else
{
// The (tool)bar has a dragger window round it, the floater.
// in turn floater will have mParent (the entire App) as its
// parent.
// Maybe construct a NEW floater
// this happens if we have just been bounced out of a dock.
if( floater == NULL ) {
wxASSERT(mParent);
floater = safenew ToolFrame( mParent, this, bar, wxPoint(-1,-1) );
bar->Reparent( floater );
}
// This bar is undocked and invisible.
// We are doing a reset toolbars, so even the invisible undocked bars should
// be moved somewhere sensible. Put bar near center of window.
// If there were multiple hidden toobars the ndx * 10 adjustment means
// they won't overlap too much.
floater->CentreOnParent( );
floater->Move( floater->GetPosition() + wxSize( ndx * 10 - 200, ndx * 10 ));
bar->SetDocked( NULL, false );
Expose( ndx, false );
}
}
// TODO:??
// If audio was playing, we stopped the VU meters,
//.........这里部分代码省略.........