本文整理汇总了C++中UILabel::setScale方法的典型用法代码示例。如果您正苦于以下问题:C++ UILabel::setScale方法的具体用法?C++ UILabel::setScale怎么用?C++ UILabel::setScale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UILabel
的用法示例。
在下文中一共展示了UILabel::setScale方法的1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: initData
void Scene_GameItem::initData()
{
needGold = 0;
//设置饭
UILabel* riceNumLabel = dynamic_cast<UILabel*>(ul->getWidgetByName("RiceNum"));
int i = CPlayerInfoMan::sharedInstance().getPlayerInfo().nPower;
if(i>=5)
{
riceNumLabel->setText("MAX");
riceNumLabel->setScale(0.8f);
}else{
CCString riceNum;
riceNum.initWithFormat("%d",CPlayerInfoMan::sharedInstance().getPlayerInfo().nPower);
riceNumLabel->setText(riceNum.getCString());
}
//装备等级.
this->setLvNum();
//重置道具.
for (int i=0; i<4; i++) {
CCString imgStr;
imgStr.initWithFormat("IsSelectImg_%d",i+1);
UIImageView* img = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString()));
img->setVisible(false);
imgStr.initWithFormat("ItemBtn%d",i+1);
UIButton* btn = dynamic_cast<UIButton*>(ul->getWidgetByName(imgStr.getCString()));
btn->setTextures("./CocoStudioResources/ItemNoSelect.png", "./CocoStudioResources/ItemNoSelect.png", "");
}
//获取游戏的道具信息
sGameInfoData* gameData = CGameInfoMan::sharedInstance().getChgTempData(GameShare_Global::shareGlobal()->gameType);
//通过游戏的道具信息获取道具价钱.
if (gameData) {
//上面的强化的图片.
for (int i=0; i<gameData->strengthenId.size(); ++i) {
//获取玩家的这款游戏的强化信息.
sMGameStrengthen mStrength;
if (int tempResult = CPlayerInfoMan::sharedInstance().getMStrengthenByGameTag(GameShare_Global::shareGlobal()->gameType, i,mStrength)) {
CCString imgStr;
CCString imgStr_1;
imgStr.initWithFormat("EquipImg%d",i+1);
UIImageView* img = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString()));
imgStr_1.initWithFormat("./CocoStudioResources/GameStrengthen/%d_x.png",mStrength.strengthenImg);
img->setVisible(false);
//装备按钮.
imgStr.initWithFormat("EquipBtn%d",i+1);
UIButton* equipBtn1 = dynamic_cast<UIButton*>(ul->getWidgetByName(imgStr.getCString()));
imgStr.initWithFormat("./CocoStudioResources/GameStrengthen/%d_x.png",mStrength.strengthenImg);
equipBtn1 -> setTextures(imgStr.getCString(), imgStr_1.getCString(), imgStr.getCString());
//锁
imgStr.initWithFormat("EquipLock%d",i+1);
UIImageView* lock = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString()));
if (mStrength.strengthenlv == 0) {
// ccColor3B color = {128,128,128};
// equipBtn1->setColor(color);
// lock->setVisible(true);
}else
{
ccColor3B color = {255,255,255};
equipBtn1->setColor(color);
lock->setVisible(false);
}
equipBtn1->setTag(i);
//设置装备按钮的点击事件
equipBtn1->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::equipSuperCallBack));
//设置装备按钮无法点击
// if (tempResult == 2) {
// equipBtn1->addReleaseEvent(NULL, NULL);
//
// }else{
// equipBtn1->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::equipSuperCallBack));
// }
}
}
for (int i=0; i<gameData->itemId.size(); ++i) {
//初始化是否被选择
CCString imgStr;
imgStr.initWithFormat("IsSelectImg_%d",i+1);
UIImageView* img = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString()));
img->setVisible(false);
imgStr.initWithFormat("ItemBtn%d",i+1);
UIButton* btn = dynamic_cast<UIButton*>(ul->getWidgetByName(imgStr.getCString()));
btn->setTextures("./CocoStudioResources/ItemNoSelect.png", "./CocoStudioResources/ItemNoSelect.png", "");
//初始化显示图片.
imgStr.initWithFormat("ItemImg%d",i+1);
UIImageView* showImg = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString()));
sItemData* itemData = CGameInfoMan::sharedInstance().getItemDate(GameShare_Global::shareGlobal()->gameType, i);
if (itemData) {
CCString imgStr;
//设置图片
imgStr.initWithFormat("./CocoStudioResources/GameItem/%d.png",itemData->ItemImg);
showImg->setTexture(imgStr.getCString());
//.........这里部分代码省略.........