当前位置: 首页>>代码示例>>C++>>正文


C++ UIManager类代码示例

本文整理汇总了C++中UIManager的典型用法代码示例。如果您正苦于以下问题:C++ UIManager类的具体用法?C++ UIManager怎么用?C++ UIManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了UIManager类的15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: switch

/**
 *	@brief	Filters message.
 *	@param[in,out] msg	message.
 *	@return false to skip this message. true to dispatch this message.
 */
bool WinSkinWindow::FilterMessage(MSG* msg)
{
	if (msg->hwnd != m_hWnd)
		return true;
	
	if (WM_KEYDOWN == msg->message || WM_SYSKEYDOWN == msg->message)
	{
		// マウスボタン、修飾キーは無視
		switch (msg->wParam)
		{
		case VK_LBUTTON:
		case VK_RBUTTON:
		case VK_MBUTTON:
		case VK_SHIFT:
		case VK_CONTROL:
		case VK_MENU:
			return true;
		}

		UIManager* uiManager = getUIManager();
		ASSERT(NULL != uiManager);
		if (NULL != uiManager)
		{
			KeyEventParameter parameter;
			UInt32 modifiers = 0;
			modifiers |= ((::GetKeyState(VK_SHIFT)   & 0x8000) ? KeyEventParameter::ModifierMask_Shift : 0);
			modifiers |= ((::GetKeyState(VK_CONTROL) & 0x8000) ? KeyEventParameter::ModifierMask_Ctrl  : 0);
			modifiers |= ((::GetKeyState(VK_MENU)    & 0x8000) ? KeyEventParameter::ModifierMask_Alt   : 0);
			parameter.SetKeyCode(static_cast<DWORD>(msg->wParam));
			parameter.SetModifiers(modifiers);
			return uiManager->KeyDown(parameter);
		}
	}
	return true;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:40,代码来源:WinSkinWindow.cpp

示例2: getUIManager

// ---------------------------------------------------------------------
//! Called when user releases a mouse button.
// ---------------------------------------------------------------------
void BeSkinView::MouseUp(
	BPoint where			//!< location of the cursor
)
{
	if (0 == lastPressedMouseButton)
	{
		return;
	}
	
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		if (1 == lastPressedMouseButton)
		{
			uiManager->Button1Up();
		}
		else if (2 == lastPressedMouseButton)
		{
			uiManager->Button2Up();
		}
	}
	
	lastPressedMouseButton = 0;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:28,代码来源:BeSkinView.cpp

示例3: CloseMenu

void MenuManager::CloseMenu(const BSFixedString &menuName)
{
    UIManager *ui = UIManager::GetSingleton();
    if (ui)
    {
        ui->AddMessage(menuName, UIMessage::kMessage_Close, nullptr);
    }
}
开发者ID:himika,项目名称:libSkyrim,代码行数:8,代码来源:MenuManager.cpp

示例4: getUIManager

// ---------------------------------------------------------------------
//! Cancels this task.
// ---------------------------------------------------------------------
void MouseHoverUITask::CancelTask()
{
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);

	uiManager->GetUIController()->EndTimer(UIController::TimerID_MouseHover);
	uiManager->EndTask(this);
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:11,代码来源:MouseHoverUITask.cpp

示例5: timerCommandToTimerId

/**
 *	@brief	timer command handler.
 */
void BeSkinView::timerCommandReceived(uint32 timerCommand)
{
	UIController::TimerID timerId = timerCommandToTimerId(timerCommand);
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		uiManager->TimerEvent(timerId);
	}
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:13,代码来源:BeSkinView.cpp

示例6: getUIManager

// ---------------------------------------------------------------------
LRESULT WinSkinWindow::onUMActivated(
	HWND /*hWnd*/,		//!< ウィンドウハンドル
	UINT /*uMsg*/,		//!< UM_ACTIVATED
	WPARAM /*wParam*/,	//!< 利用しないパラメータ
	LPARAM /*lParam*/	//!< 利用しないパラメータ
)
{
	UIManager* uiManager = getUIManager();
	if (NULL != uiManager)
	{
		uiManager->UIActivated();
	}

	return 0;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:16,代码来源:WinSkinWindow.cpp

示例7: Send

	bool Send()
	{
		UIManager * uiManager = UIManager::GetSingleton();

		if (!invokeDelegate_ || hasRun_ || !uiManager)
		{
			_WARNING("Failed to run PapyrusUICallback.");
			return false;
		}

		// UI manager is now responsible for disposing
		uiManager->QueueCommand(invokeDelegate_);
		hasRun_ = true;

		return true;
	}
开发者ID:NecroReindeer,项目名称:comp140-api-hacking,代码行数:16,代码来源:PapyrusUICallback.cpp

示例8: Window

// ---------------------------------------------------------------------
//! Called when user presses a mouse button.
// ---------------------------------------------------------------------
void BeSkinView::MouseDown(
	BPoint where			//!< location of the cursor
)
{
	uint32 buttons = 0;
	BMessage* message = Window()->CurrentMessage();
	if (NULL != message)
	{
		int32 value = 0;
		if (B_OK == message->FindInt32("buttons", &value))
		{
			buttons = value;
		}
	}
	if (0 == (buttons & (B_PRIMARY_MOUSE_BUTTON | B_SECONDARY_MOUSE_BUTTON)))
	{
		return;
	}

	BWindow* window = Window();
	if (!window->IsActive())
	{
		window->Activate();
	}

	// deactivate tool tip
	BMessage deactivateMessage(BeToolTipWindow::MSG_DEACTIVATE);
	toolTipMessenger->SendMessage(&deactivateMessage, static_cast<BHandler*>(NULL), 1000000);
	
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		if (buttons & B_PRIMARY_MOUSE_BUTTON)
		{
			uiManager->Button1Down();
			lastPressedMouseButton = 1;
		}
		else if (buttons & B_SECONDARY_MOUSE_BUTTON)
		{
			uiManager->Button2Down();
			lastPressedMouseButton = 2;
		}
	}
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:48,代码来源:BeSkinView.cpp

示例9: parse

void CommandHandler::parse(int argc, char** argv)
{
	if (argc == 0)
	{
		UIManager ui;
		ui.setController(_gameController);
		ui.start();
		return;
	}

	std::string command(*argv);

	if (command == "add") parseAdd(argc, argv);
	if (command == "remove" || command == "rm") parseRemove(argc, argv);
	if (command == "list" || command == "ls") parseList(argc, argv);
	if (command == "lsp") parseListPlatform(argc, argv);
	if (command == "lsc") parseListCategory(argc, argv);
	if (command == "run") parseRun(argc, argv);
}
开发者ID:Sektor527,项目名称:bootcamp,代码行数:19,代码来源:commandhandler.cpp

示例10: main

int main(int argc, char** argv)
{
    QApplication app(argc, argv);

    new UIManager;
    new DBManager;

    DBManager* db = DBManager::instance();
    UIManager* ui = UIManager::instance();

    //char* fn = "vega.udb";
    char* fn = "geometryprocess.udb";
    //char* fn = "vega.udb";
    //char* fn = "vega.udb";

    char* fileName = argc > 1 ? argv[1] : fn;
    printf(fileName);

    db->openDB(fileName);

    ui->lockAll();
    db->parse();
    ui->unlockAll();

    ui->updateScene();
    ui->addMainUI();
    //ui->addMainUI();
    ui->showAllUI();

    app.exec();
    DBManager::instance()->closeDB();

    return 0;
}
开发者ID:league1991,项目名称:CodeView,代码行数:34,代码来源:main.cpp

示例11: menu_selector

bool EquipmentUpgradeUILayer::init()
{
	if(!CCLayer::init())
	{
		return false;
	}

	UIManager *manager = UIManager::sharedManager();
	m_equipmentLayout = manager->CreateUILayoutFromFile("UIplist/equipmentUpgrade.plist", this, "equipmentUpgradeLayout");

	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::closeEquipUpgradeBt",
		menu_selector(EquipmentUpgradeUILayer::closeEquipUpgradeBt), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::chooseOneEquipmentBt",
		menu_selector(EquipmentUpgradeUILayer::chooseOneEquipmentBt), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::onClickHeroEquip",
		menu_selector(EquipmentUpgradeUILayer::onClickHeroEquip), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::onClickFairyEquip",
		menu_selector(EquipmentUpgradeUILayer::onClickFairyEquip), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::onClickStrength",
		menu_selector(EquipmentUpgradeUILayer::onClickStrength), this);
	
	m_equipmentHelmetPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeHelmetIcon");
	m_equipmentNecklacePic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeNicklaceIcon");
	m_equipmentWeaponPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeWeaponIcon");
	m_equipmentArmorPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeArmorIcon");
	m_equipmentRingPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeRingIcon");
	m_equipmentShoePic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeShoeIcon");
	m_choosedEquipmentPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradechoosedIcon");
	m_heroEquipToggle = m_equipmentLayout->FindChildObjectByName<UIButtonToggle>("heroEquipButtonToggle");
	m_fairyEquipToggle = m_equipmentLayout->FindChildObjectByName<UIButtonToggle>("fairyEquipButtonToggle");
	m_levelUpCostLabel = m_equipmentLayout->FindChildObjectByName<UILabel>("equipUpgradeChoosedCostNumber");
	m_levelLabel = m_equipmentLayout->FindChildObjectByName<UILabel>("equipUpgradeChoosedLevel");
	m_coldTimeLabel = m_equipmentLayout->FindChildObjectByName<UILabel>("equipUpgradeCDText");
	showPlayerEquipment();
	if(m_heroEquipToggle)
	{
		m_heroEquipToggle->selected();
	}
	schedule(schedule_selector(EquipmentUpgradeUILayer::updateColdTime),1);

	m_upTimesBar = (CCSprite*)m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeBarTime")->getCurrentNode();
	if(m_upTimesBar)
	{
		m_upTimesBar->setAnchorPoint(ccp(0,0.5f));
		CCPoint oldPos = m_upTimesBar->getPosition();
		float scale = UIManager::sharedManager()->getScaleFactor();
		m_upTimesBar->setPosition(ccp(oldPos.x-scale * m_upTimesBar->getContentSize().width/2,oldPos.y));
	}
	showLvUpRemainTimes();
	setDefaultSelectedEquip();
	updateBottomCoinLabel();
	updateBottomDiamondLabel();
	NotificationCenter::defaultCenter()->registerAllMsgObserver(this);
	return true;
}
开发者ID:niuzb,项目名称:hellopetclient,代码行数:55,代码来源:EquipmentUpgradeUILayer.cpp

示例12: GET_X_LPARAM

// ---------------------------------------------------------------------
LRESULT	WinSkinWindow::onRButtonUp(
	HWND hWnd,		//!< ウィンドウハンドル
	UINT uMsg,		//!< WM_RBUTTONUP
	WPARAM wParam,	//!< 様々な仮想キーが押されているかどうのフラグ
	LPARAM lParam	//!< 下位ワードがマウスカーソルの X 座標、上位ワードが Y 座標
)
{
	base::wndProc(hWnd, uMsg, wParam, lParam);

	mousePosition.x = GET_X_LPARAM(lParam);
	mousePosition.y = GET_Y_LPARAM(lParam);
	mousePositionAvailable = true;

	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		uiManager->Button2Up();
	}

	return 0;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:23,代码来源:WinSkinWindow.cpp

示例13: init

bool TaskChatLayer::init()
{
	if(!CCLayer::init())
	{
		return false;
	}

	UIManager *manager = UIManager::sharedManager();

	taskChatLayout = manager->CreateUILayoutFromFile("UIplist/taskChat.plist", this, "TaskChatPanel");

	m_taskChatContainer = taskChatLayout->FindChildObjectByName<UIContainer>("taskChatContainer");

	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::closeBtnClick",
		menu_selector(TaskChatLayer::closeBtnClick), this);
	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemClickEvent_01",
		menu_selector(TaskChatLayer::OnTaskItemClickEvent_01), this);
	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemClickEvent_02",
		menu_selector(TaskChatLayer::OnTaskItemClickEvent_02), this);
	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemClickEvent_03",
		menu_selector(TaskChatLayer::OnTaskItemClickEvent_03), this);
    manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskshopExchangeBtnClick",
                                 menu_selector(TaskChatLayer::OnTaskshopExchangeBtnClick), this);
    manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskCityDefendBtnClick",
        menu_selector(TaskChatLayer::OnTaskCityDefendBtnClick), this);
    manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemExchangeBtnClick",
        menu_selector(TaskChatLayer::OnTaskItemExchangeBtnClick), this);

	m_leftHeroLogoPic = taskChatLayout->FindChildObjectByName<UIPicture>("npcLogoIcon");
	m_taskNameLabel = taskChatLayout->FindChildObjectByName<UILabel>("TaskNameLable");
	m_npcTaskTalkLabel = taskChatLayout->FindChildObjectByName<UILabel>("NpcTaskTalkLabel");

	// Note: find container
	m_taskRewardContainer = taskChatLayout->FindChildObjectByName<UIContainer>("RewardContainer");
	m_taskContainerItem[0] = taskChatLayout->FindChildObjectByName<UIContainer>("taskItemContainer_01");
	m_taskContainerItem[1] = taskChatLayout->FindChildObjectByName<UIContainer>("taskItemContainer_02");
	m_taskContainerItem[2] = taskChatLayout->FindChildObjectByName<UIContainer>("taskItemContainer_03");

	m_rewardMoneyLabel = taskChatLayout->FindChildObjectByName<UILabel>("TaskRewardMoneyLabel");
	m_rewardExpLabel = taskChatLayout->FindChildObjectByName<UILabel>("TaskRewardExpLabel");

	//setTouchEnabled(true);
	return true;
}
开发者ID:JamShan,项目名称:xcode_jifengyongzhezhuan,代码行数:44,代码来源:TaskChatLayer.cpp

示例14: TEST

   // This one is a little more involved, as we will be simulating an entire editor session, including level testing
   TEST(ObjectCleanupTests, TestEditorObjectManagement)
   {
      GameSettingsPtr settings = GameSettingsPtr(new GameSettings());
      settings->setSetting(IniKey::Nickname, string("Alfonso"));     // Set this to bypass startup screen
      settings->getFolderManager()->setLevelDir("levels");           // Need something for hosting to work
      settings->updatePlayerName("Alfonso");

      Address addr;
      ClientGame *clientGame = new ClientGame(addr, settings, new UIManager());    // ClientGame destructor will clean up UIManager


      GameManager::addClientGame(clientGame);
      UIManager *uiMgr = clientGame->getUIManager();

      uiMgr->activate<MainMenuUserInterface>();
      ASSERT_TRUE(uiMgr->isCurrentUI<MainMenuUserInterface>());
      // Cheat a little; go directly to editor
      uiMgr->getUI<EditorUserInterface>()->setLevelFileName("xyzzy");      // Reset this so we get the level entry screen
      uiMgr->activate<EditorUserInterface>();

      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>());
      EditorUserInterface *editor = uiMgr->getUI<EditorUserInterface>();
      ///// Test basic object deletion, undo system not activated
      SafePtr<TestItem> testItem = new TestItem();    // To track deletion... see "Basics" test above
      ASSERT_FALSE(testItem.isNull()) << "Just created this!";
      editor->addToEditor(testItem.getPointer());
      editor->deleteItem(0, false);                   // Low level method doesn't save undo state; object should be deleted
      ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!";

      ///// Check deleting object with undo system -- do things get deleted as expected?
      testItem = new TestItem();
      ASSERT_FALSE(testItem.isNull()) << "Just created this -- shouldn't be gone yet!";
      editor->addToEditor(testItem.getPointer());
      testItem->setSelected(true);
      ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Started with one object";
      editor->handleKeyPress(KEY_Z, "Del");     // Triggers deleteSelection(false)
      ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!";
      ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "All objects deleted... none should be present";
      editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_UNDO_ACTION));  // Undo
      ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Undeleted one object";
      ASSERT_FALSE(testItem.isValid());
      testItem = dynamic_cast<TestItem *>(editor->getLevel()->findObjects_fast()->get(0));
      ASSERT_TRUE(testItem.isValid());
      editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_REDO_ACTION));
      ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "Redid delete... none should be present";
      ASSERT_FALSE(testItem.isValid());

      ///// Test level
      Level *level = editor->getLevel();     // Keep track of the level we were editing
      editor->testLevelStart();
      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Still in editor";
      ASSERT_TRUE(editor->getLevel()->getGameType()) << "Have valid GameType";
      GameType *gt = editor->getLevel()->getGameType();

      GameManager::getServerGame()->loadNextLevelInfo();
      ASSERT_EQ(GameManager::DoneLoadingLevels, GameManager::getHostingModePhase()) << "Only loading one level here...";
      ASSERT_TRUE(GameManager::hostGame()) << "Failure to host game!";
      ASSERT_TRUE(uiMgr->isCurrentUI<GameUserInterface>()) << "In game UI";
      GameManager::localClientQuits(GameManager::getClientGames()->get(0));
      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Back to the editor";
      ASSERT_EQ(editor, uiMgr->getCurrentUI()) << "Expect same object";
      ASSERT_EQ(level, editor->getLevel()) << "Level should not have changed";
      ASSERT_TRUE(editor->getLevel()->getGameType()) << "Expect valid GameType";
      ASSERT_EQ(gt, editor->getLevel()->getGameType()) << "GameType should not have changed";
   }
开发者ID:AnsonX10,项目名称:bitfighter,代码行数:66,代码来源:TestObjectCleanup.cpp

示例15: initCityList

bool CityListLayer::init()
{
	if(!CCLayer::init())
	{
		return false;
	}

	//读取城市列表
	initCityList();

	UIManager *manager = UIManager::sharedManager();
	cityListLayout = manager->CreateUILayoutFromFile("UIplist/cityListUI.plist", this, "CityList");	

	//添加背景图片
	CCSprite * bgImg = CCSprite::create("game.png");

	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
	CCSize bgSize = bgImg->getContentSize();

	float scaleX = visibleSize.width / bgSize.width;
	float scaleY = visibleSize.height / bgSize.height;

	bgImg->setScaleX(scaleX);
	bgImg->setScaleY(scaleY);
	
	bgImg->setPosition(ccp(visibleSize.width/2, visibleSize.height/2));

	this->addChild(bgImg, -1);

	//添加主城
	for (size_t i = 0; i < cityInfoList.size(); i++)
	{
		addCityBtn(i+1);
	}


	//添加关闭按钮
	UIButton *btn = cityListLayout->FindChildObjectByName<UIButton>("cityListCloseBtn");
	CCPoint closePoint = btn->getPosition();
	closePoint = ccpAdd(ccp(visibleSize.width / 2, visibleSize.height / 2), closePoint);

	CCPoint pt1;
	ASprite * as1 = AspriteManager::getInstance()->getAsprite(KUI_BIN);

	int normalCloseId = getResourceIDByName("map_ui_FRAME_INSTANCE_CLOSE");
	int selectCloseId = getResourceIDByName("map_ui_FRAME_INSTANCE_CLOSE_CLICKED");

	CCSprite * normalCloseBtn = as1->getSpriteFromFrame_Middle(normalCloseId, 0, pt1);
	CCSprite * selectCloseBtn = as1->getSpriteFromFrame_Middle(selectCloseId, 0, pt1);

	IconButton * closeBtn = new IconButton(normalCloseBtn, NULL, selectCloseBtn, this, 
					menu_selector(CityListLayer::closeCityList));

	closeBtn->setPosition(closePoint);

	this->addChild(closeBtn);

	//初始化玩家头像资源
	CCPoint pt;
    ASprite * as = AspriteManager::getInstance()->getAsprite(KICON_BIN);

	int playerType = UserData::Get()->GetUserType();

	stringstream playerResStream;
	playerResStream << "map_ui_system_icon_FRAME_ICON_ROLEONMAP_" << playerType;
	string playerResName = playerResStream.str();

	int playerResourceId = getResourceIDByName(playerResName.c_str());
    playerImg = as->getSpriteFromFrame_Middle(playerResourceId, 0, pt);
	playerImg->setVisible(false);	

	this->addChild(playerImg);


	playerMoving = false;
	return true;
}
开发者ID:niuzb,项目名称:hellopetclient,代码行数:77,代码来源:CityListLayer.cpp


注:本文中的UIManager类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。