本文整理汇总了C++中UIControl::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ UIControl::GetName方法的具体用法?C++ UIControl::GetName怎么用?C++ UIControl::GetName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UIControl
的用法示例。
在下文中一共展示了UIControl::GetName方法的3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: ButtonPressed
void UIScrollViewTest::ButtonPressed(BaseObject *obj, void *data, void *callerData)
{
UIControl *control = dynamic_cast<UIControl*>(obj);
if (control)
{
String msg = Format("Tap on control - %s", control->GetName().c_str());
testMessageText->SetText(StringToWString(msg));
}
else
{
testMessageText->SetText(L"");
}
if (obj == finishTestBtn)
{
testFinished = true;
}
}
示例2: BuildHierarchyTree
void HierarchyTreeScreenNode::BuildHierarchyTree(HierarchyTreeNode* parent, List<UIControl*> child)
{
for (List<UIControl*>::const_iterator iter = child.begin();
iter != child.end();
++iter)
{
UIControl* uiControl = (*iter);
HierarchyTreeControlNode* node = NULL;
if (dynamic_cast<UIAggregatorControl*>(uiControl))
node = new HierarchyTreeAggregatorControlNode(NULL, parent, uiControl, QString::fromStdString(uiControl->GetName()));
else
node = new HierarchyTreeControlNode(parent, uiControl, QString::fromStdString(uiControl->GetName()));
// Build hierarchy tree for all control's children. Subcontrols are loaded separately
InitializeControlBeforeAddingToTree(uiControl);
BuildHierarchyTree(node, uiControl->GetRealChildren());
parent->AddTreeNode(node);
}
}
示例3: CreateNewControl
HierarchyTreeControlNode* LibraryController::CreateNewControl(HierarchyTreeNode* parentNode, const QString& strType, const QString& name, const Vector2& position)
{
String type = strType.toStdString();
HierarchyTreeControlNode* controlNode = NULL;
UIControl* control = NULL;
CONTROLS::iterator iter;
for (iter = controls.begin(); iter != controls.end(); ++iter)
{
HierarchyTreeNode* node = iter->first;
if (strType == node->GetName())
break;
}
if (iter == controls.end() ||
dynamic_cast<HierarchyTreeControlNode*>(iter->first))
{
//create standart control
BaseObject* object = ObjectFactory::Instance()->New(type);
control = dynamic_cast<UIControl*>(object);
if (!control)
{
SafeRelease(object);
return NULL;
}
controlNode = new HierarchyTreeControlNode(parentNode, control, name);
}
else
{
//create aggregator
HierarchyTreeAggregatorNode* aggregator = dynamic_cast<HierarchyTreeAggregatorNode*>(iter->first);
if (aggregator)
{
controlNode = aggregator->CreateChild(parentNode, name);
control = controlNode->GetUIObject();
}
}
parentNode->AddTreeNode(controlNode);
// In case the control has subcontrols - they should be added to the control node too.
if (control && !control->GetSubcontrols().empty())
{
List<UIControl*> subControls = control->GetSubcontrols();
for (List<UIControl*>::iterator iter = subControls.begin(); iter != subControls.end(); iter ++)
{
UIControl* subControl = (*iter);
if (!subControl)
{
continue;
}
HierarchyTreeControlNode* subControlNode =
new HierarchyTreeControlNode(controlNode, subControl,
QString::fromStdString(subControl->GetName()));
controlNode->AddTreeNode(subControlNode);
}
}
// Initialize a control through its metadata.
BaseMetadata* newControlMetadata = MetadataFactory::Instance()->GetMetadataForUIControl(control);
METADATAPARAMSVECT params;
params.push_back(BaseMetadataParams(controlNode->GetId(), control));
newControlMetadata->SetupParams(params);
// Ready to do initialization!
newControlMetadata->InitializeControl(name.toStdString(), position);
SAFE_DELETE(newControlMetadata);
SafeRelease(control);
return controlNode;
}