本文整理汇总了C++中cegui::FrameWindow::setText方法的典型用法代码示例。如果您正苦于以下问题:C++ FrameWindow::setText方法的具体用法?C++ FrameWindow::setText怎么用?C++ FrameWindow::setText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cegui::FrameWindow
的用法示例。
在下文中一共展示了FrameWindow::setText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: initializeKeyMap
GameDesktop::GameDesktop(sf::RenderWindow &screen)
: screen_(screen),
renderer_(CEGUI::OpenGLRenderer::bootstrapSystem())
{
// Set up default resource groups
CEGUI::DefaultResourceProvider *rp = static_cast<CEGUI::DefaultResourceProvider*>(CEGUI::System::getSingleton().getResourceProvider());
rp->setResourceGroupDirectory("schemes", "/usr/share/cegui-0/schemes/");
rp->setResourceGroupDirectory("imagesets", "/usr/share/cegui-0/imagesets/");
rp->setResourceGroupDirectory("fonts", "/usr/share/cegui-0/fonts/");
rp->setResourceGroupDirectory("layouts", "/usr/share/cegui-0/layouts/");
rp->setResourceGroupDirectory("looknfeels", "/usr/share/cegui-0/looknfeel");
rp->setResourceGroupDirectory("lua_scripts", "/usr/share/cegui-0/lua_scripts/");
CEGUI::ImageManager::setImagesetDefaultResourceGroup("imagesets");
CEGUI::Font::setDefaultResourceGroup("fonts");
CEGUI::Scheme::setDefaultResourceGroup("schemes");
CEGUI::WidgetLookManager::setDefaultResourceGroup("looknfeels");
CEGUI::WindowManager::setDefaultResourceGroup("layouts");
CEGUI::ScriptModule::setDefaultResourceGroup("lua_scripts");
// Set up the GUI
CEGUI::SchemeManager::getSingleton().createFromFile("WindowsLook.scheme");
CEGUI::FontManager::getSingleton().createFromFile("DejaVuSans-10.font");
CEGUI::System::getSingleton().getDefaultGUIContext().getMouseCursor().setDefaultImage("WindowsLook/MouseArrow");
CEGUI::WindowManager& wmgr = CEGUI::WindowManager::getSingleton();
CEGUI::Window *root = wmgr.createWindow("DefaultWindow", "root");
root->setProperty("MousePassThroughEnabled", "True");
CEGUI::System::getSingleton().getDefaultGUIContext().setRootWindow(root);
CEGUI::FrameWindow *fw = static_cast<CEGUI::FrameWindow*>(wmgr.createWindow("WindowsLook/FrameWindow", "testWindow"));
root->addChild(fw);
fw->setText("Hello World!");
// Initialize SFML-to-CEGUI key mapping
initializeKeyMap();
screen_.setView(view_);
}
示例2: 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3: initialise
//.........这里部分代码省略.........
// 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.
"Core/FrameWindow", // WindowRenderer to use.
s_effectNameElastic); // effect to use.
// We will create another window using the effects-mapping we created before, this time directly from code
CEGUI::FrameWindow* aliasingFrameWnd = static_cast<CEGUI::FrameWindow*>(
WindowManager::getSingleton().createWindow("Vanilla/ElasticFrameWindow", "AliasingTestWindow") );
// Add it to the layout root
sheet->addChild(aliasingFrameWnd);
// We will add an image to it using a StaticImage window
Window* aliasingWnd = WindowManager::getSingleton().createWindow("Vanilla/StaticImage", "AliasingTestImage");
aliasingFrameWnd->addChild(aliasingWnd);
aliasingFrameWnd->setPosition(CEGUI::UVector2(cegui_reldim(0.05f), cegui_reldim(0.15f)));
aliasingFrameWnd->setSize(CEGUI::USize(cegui_reldim(0.2f), cegui_reldim(0.28f)));
aliasingFrameWnd->setSizingEnabled(true);
aliasingFrameWnd->setCloseButtonEnabled(false);
aliasingFrameWnd->setTitleBarEnabled(true);
aliasingFrameWnd->setText("Elastic Window - Aliasing Testimage");
// Image window setup
aliasingWnd->setSize(CEGUI::USize(cegui_reldim(1.0f), cegui_reldim(1.0f)));
aliasingWnd->setProperty("FrameEnabled", "false");
aliasingWnd->setProperty("BackgroundEnabled", "false");
aliasingWnd->setProperty("Image", "AliasingTestImage");
// success!
return true;
}