本文整理汇总了C++中cegui::FrameWindow::setSize方法的典型用法代码示例。如果您正苦于以下问题:C++ FrameWindow::setSize方法的具体用法?C++ FrameWindow::setSize怎么用?C++ FrameWindow::setSize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cegui::FrameWindow
的用法示例。
在下文中一共展示了FrameWindow::setSize方法的2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: run
void run()
{
quit = false;
CL_DisplayWindowDescription window_desc;
window_desc.set_size(CL_Size(sizex, sizey), true);
window_desc.set_title("Chess");
window_desc.set_allow_resize(true);
CL_DisplayWindow window(window_desc);
CL_Slot slot_quit = window.sig_window_close().connect(this, &SpritesExample::on_window_close);
window.func_window_resize().set(this, &SpritesExample::resize);
CL_GraphicContext gc = window.get_gc();
CL_InputDevice keyboard = window.get_ic().get_keyboard();
CL_ResourceManager resources("resources.xml");
CL_Image lol(gc,"Board",&resources);
CEGUI::OpenGLRenderer & myRenderer = CEGUI::OpenGLRenderer::bootstrapSystem();
CEGUI::WindowManager& winMgr = CEGUI::WindowManager::getSingleton();
CEGUI::DefaultWindow* root = (CEGUI::DefaultWindow*)winMgr.createWindow("DefaultWindow", "Root");
CEGUI::SchemeManager::getSingleton().create("TaharezLook.scheme");
CEGUI::System::getSingleton().setDefaultMouseCursor("TaharezLook", "MouseArrow");
CEGUI::FrameWindow* wnd = (CEGUI::FrameWindow*)winMgr.createWindow("TaharezLook/FrameWindow", "Demo Window");
root->addChildWindow(wnd);
wnd->setPosition(CEGUI::UVector2(cegui_reldim(0.25f), cegui_reldim( 0.25f)));
wnd->setSize(CEGUI::UVector2(cegui_reldim(0.5f), cegui_reldim( 0.5f)));
// now we set the maximum and minum sizes for the new window. These are
// specified using relative co-ordinates, but the important thing to note
// is that these settings are aways relative to the display rather than the
// parent window.
//
// here we set a maximum size for the FrameWindow which is equal to the size
// of the display, and a minimum size of one tenth of the display.
wnd->setMaxSize(CEGUI::UVector2(cegui_reldim(1.0f), cegui_reldim( 1.0f)));
wnd->setMinSize(CEGUI::UVector2(cegui_reldim(0.1f), cegui_reldim( 0.1f)));
// As a final step in the initialisation of our sample window, we set the window's
// text to "Hello World!", so that this text will appear as the caption in the
// FrameWindow's titlebar.
wnd->setText("Hello World!");
CEGUI::System::getSingleton().renderGUI();
window.flip();
while (!quit)
{
if(keyboard.get_keycode(CL_KEY_ESCAPE) == true)
quit = true;
CL_Colorf red(155/255.0f, 60/255.0f, 68/255.0f);
//CL_Draw::fill(gc, CL_Rectf(0, sizey, sizex, 0), red);
//lol.draw(gc,CL_Rectf(0,sizey,sizex,0));
//CEGUI::System::getSingleton().renderGUI();
//window.flip();
CL_KeepAlive::process();
CL_System::sleep(10);
}
}
示例2: initialise
/*************************************************************************
Sample specific initialisation goes here.
*************************************************************************/
bool EffectsDemo::initialise(CEGUI::GUIContext* guiContext)
{
using namespace CEGUI;
d_usedFiles = CEGUI::String(__FILE__);
d_guiContext = guiContext;
// Register our effects with the system
RenderEffectManager::getSingleton().addEffect<ElasticWindowEffect>(s_effectNameElastic);
RenderEffectManager::getSingleton().addEffect<WobblyWindowEffect>(s_effectNameWobblyNew);
RenderEffectManager::getSingleton().addEffect<OldWobblyWindowEffect>(s_effectNameWobblyOld);
// Now we make a Falagard mapping for a frame window that uses this effect.
// We create a type "Vanilla/WobblyFrameWindow". Note that it would be
// more usual for this mapping to be specified in the scheme xml file,
// though here we are doing in manually to save from needing either multiple
// versions of the schemes or from having demo specific definitions in
// the schemes.
WindowFactoryManager::getSingleton().addFalagardWindowMapping(
"Vanilla/WobblyFrameWindow", // type to create
"CEGUI/FrameWindow", // 'base' widget type
"Vanilla/FrameWindow", // WidgetLook to use.
"Core/FrameWindow", // WindowRenderer to use.
s_effectNameWobblyNew); // effect to use.
// Since we want to be able to load the EffectsDemo.layout in the editor
// tools (where the above mapping is not available), we now alias the
// new window type onto the original TaharezLook/FrameWindow. This has
// the effect that - after the alias is added - any time a window of
// type "TaharezLook/FrameWindow" is requested, the system will create a
// "TaharezLook/WobblyFrameWindow" instead.
WindowFactoryManager::getSingleton().addWindowTypeAlias(
"Vanilla/FrameWindow", // alias name - can shadow existing types
"Vanilla/WobblyFrameWindow"); // target type to create.
// we will use of the WindowManager.
WindowManager& winMgr = WindowManager::getSingleton();
// load scheme and set up defaults
SchemeManager::getSingleton().createFromFile("TaharezLook.scheme");
SchemeManager::getSingleton().createFromFile("VanillaSkin.scheme");
guiContext->getMouseCursor().setDefaultImage("TaharezLook/MouseArrow");
// load font and setup default if not loaded via scheme
Font& defaultFont = FontManager::getSingleton().createFromFile("DejaVuSans-12.font");
// Set default font for the gui context
guiContext->setDefaultFont(&defaultFont);
// load an image to use as a background
if( !ImageManager::getSingleton().isDefined("SpaceBackgroundImage") )
ImageManager::getSingleton().addFromImageFile("SpaceBackgroundImage", "SpaceBackground.jpg");
if( !ImageManager::getSingleton().isDefined("AliasingTestImage") )
ImageManager::getSingleton().addFromImageFile("AliasingTestImage", "Aliasing.jpg");
// here we will use a StaticImage as the root, then we can use it to place a background image
Window* background = winMgr.createWindow("TaharezLook/StaticImage", "background_wnd");
// set position and size
background->setPosition(UVector2(cegui_reldim(0), cegui_reldim( 0)));
background->setSize(USize(cegui_reldim(1), cegui_reldim( 1)));
// disable frame and standard background
background->setProperty("FrameEnabled", "false");
background->setProperty("BackgroundEnabled", "false");
// set the background image
background->setProperty("Image", "SpaceBackgroundImage");
// set the background window as the root window for our GUIContext
guiContext->setRootWindow(background);
// load the windows for the EffectsDemo from the layout file.
Window* sheet = winMgr.loadLayoutFromFile("EffectsDemo.layout");
// Get the combobox created from within the layout
CEGUI::Combobox* effectsCombobox = static_cast<CEGUI::Combobox*>(sheet->getChild("EffectsFrameWindow/EffectsCombobox"));
// attach this to the 'real' root
background->addChild(sheet);
//Initialise the render effects
initialiseEffects(effectsCombobox->getParent());
// Initialise the items and subscribe the event for the combobox
initialiseEffectsCombobox(effectsCombobox);
// We can switch the automatic effects mapping off now
WindowFactoryManager::getSingleton().removeWindowTypeAlias(
"Vanilla/FrameWindow", // alias name - can shadow existing types
"Vanilla/WobblyFrameWindow"); // target type to create.
// We create a mapping for the elastic windows effect too,
// and we will apply it to a window we create from code
WindowFactoryManager::getSingleton().addFalagardWindowMapping(
"Vanilla/ElasticFrameWindow", // type to create
"CEGUI/FrameWindow", // 'base' widget type
"Vanilla/FrameWindow", // WidgetLook to use.
//.........这里部分代码省略.........