本文整理汇总了C++中cegui::Window::setMousePassThroughEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ Window::setMousePassThroughEnabled方法的具体用法?C++ Window::setMousePassThroughEnabled怎么用?C++ Window::setMousePassThroughEnabled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::Window
的用法示例。
在下文中一共展示了Window::setMousePassThroughEnabled方法的4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: loadWindow
bool GUIManager::loadWindow(const std::string &windowName)
{
bool flag = false;
// 检测给定layout的文件是否加载,没有加载则加载
if(!getWindowManager()->isWindowPresent(windowName))
{
// 从 .layout脚本文件读取一个UI布局设计,并将其放置到GUI资源组中。
CEGUI::Window *editorGuiSheet = getWindowManager()->loadWindowLayout(windowName + ".layout");
// 接下来我们告诉CEGUI显示哪份UI布局。当然我们可以随时更换显示的UI布局。
CEGUI::System &sys = CEGUI::System::getSingleton();
sys.setGUISheet(editorGuiSheet);
//getSingletonPtr()->getGUISystem()->setGUISheet(editorGuiSheet);
editorGuiSheet->setVisible(true);
editorGuiSheet->setMousePassThroughEnabled(true);
flag = true;
}
else
{
assert(0);
//// 如果已经加载则直接显示
//CEGUI::Window *window = getWindowManager()->getWindow(windowName);
//getSingletonPtr()->getGUISystem()->setGUISheet(window);
//window->show();
}
return flag;
}
示例2: Init
void EditorGUI::Init()
{
// Load imagesets for Editor
gGUIMgr.LoadSystemImageset("EditorToolbar.imageset");
// Load GUI sheet
CEGUI::Window* editor = gGUIMgr.LoadSystemLayout("Editor.layout");
if (editor == 0 || !gGUIMgr.SetGUISheet(editor))
{
ocError << "Cannot load editor.";
return;
}
CEGUI::System::getSingleton().setDefaultTooltip("Editor/Tooltip");
editor->setMousePassThroughEnabled(true);
// Initialize in-game console
gGUIMgr.InitConsole();
// Initialize EditorMenu
mEditorMenu = new EditorMenu();
mEditorMenu->Init();
// Initialize EntityWindow
mEntityWindow = new EntityWindow();
mEntityWindow->Init();
// Initialize LayerWindow
mLayerWindow = new LayerWindow();
mLayerWindow->Init();
// Initialize ResourceWindow
mResourceWindow = new ResourceWindow();
mResourceWindow->Init();
// Initialize PrototypeWindow
mPrototypeWindow = new PrototypeWindow();
mPrototypeWindow->Init();
// Initialize HiearchyWindow
mHierarchyWindow = new HierarchyWindow();
mHierarchyWindow->Init();
// Initialize top viewport
mGameViewport = static_cast<GUISystem::ViewportWindow*>(gGUIMgr.GetWindow("Editor/GameViewport"));
mGameViewport->SetDragAndDropCamera(false);
// Initialize bottom viewport
mEditorViewport = static_cast<GUISystem::ViewportWindow*>(gGUIMgr.GetWindow("Editor/EditorViewport"));
mEditorViewport->SetDragAndDropCamera(true);
mEditorViewport->subscribeEvent(CEGUI::Window::EventDragDropItemDropped, CEGUI::Event::Subscriber(&EditorGUI::OnEditorViewportItemDropped, this));
mEditorViewport->subscribeEvent(CEGUI::Window::EventMouseClick, CEGUI::Event::Subscriber(&EditorGUI::OnEditorViewportClicked, this));
// Initialize popup menu
CreatePopupMenu();
}
示例3: spawnPlate
CEGUI::Window* HUDDemo::spawnPlate()
{
CEGUI::WindowManager& winMgr = CEGUI::WindowManager::getSingleton();
CEGUI::Window* plateRoot = winMgr.createWindow("DefaultWindow");
plateRoot->setSize(CEGUI::USize(cegui_absdim(0.0f), cegui_reldim(0.16f)));
plateRoot->setAspectMode(CEGUI::AM_EXPAND);
plateRoot->setAspectRatio(1.0f);
plateRoot->setRiseOnClickEnabled(false);
plateRoot->setPixelAligned(false);
plateRoot->subscribeEvent(CEGUI::Window::EventMouseButtonDown, Event::Subscriber(&HUDDemo::handlePlateWindowClicked, this));
d_rootIngame->addChild(plateRoot);
CEGUI::Window* plateImgWnd = winMgr.createWindow("Generic/Image", "ImageWindowPlate");
plateImgWnd->setProperty("Image", s_imageNamePlate);
plateImgWnd->setSize(CEGUI::USize(cegui_reldim(1.0f), cegui_absdim(0.0f)));
plateImgWnd->setAspectRatio(3.308f);
plateImgWnd->setAspectMode(CEGUI::AM_EXPAND);
plateImgWnd->setVerticalAlignment(CEGUI::VA_BOTTOM);
plateImgWnd->setMousePassThroughEnabled(true);
plateImgWnd->setPixelAligned(false);
plateRoot->addChild(plateImgWnd);
CEGUI::String image = getRandomGameImage();
CEGUI::Window* plateTopping = winMgr.createWindow("Generic/Image", "ImageWindowObject");
plateTopping->setProperty("Image", image);
plateTopping->setSize(CEGUI::USize(cegui_reldim(0.88f), cegui_absdim(0.0f)));
plateTopping->setAspectRatio(1.0f);
plateTopping->setAspectMode(CEGUI::AM_EXPAND);
plateTopping->setHorizontalAlignment(CEGUI::HA_CENTRE);
plateTopping->setMousePassThroughEnabled(true);
plateTopping->setPixelAligned(false);
plateRoot->addChild(plateTopping);
int randumNumber = rand() % 10000;
float posY = randumNumber / 10000.0f;
plateRoot->setPosition(CEGUI::UVector2(cegui_absdim(0.0f), cegui_reldim(0.1f + 0.6f * posY)));
return plateRoot;
}
示例4: Initialize
void MenusScene::Initialize()
{
InitializeResources(resourceGroupName);
player1Nav = MenuNavigator(this);
player1Nav.AllowMenuControls = true;
player2Nav = MenuNavigator(this);
Player1Data.MainElement = ElementEnum::Earth;
Player2Data.MainElement = ElementEnum::Earth;
InputNotifier::GetInstance()->AddObserver(&player1Nav);
InputNotifier::GetInstance()->AddObserver(&player2Nav);
guiManager->AddScheme("MainMenu.scheme");
guiManager->LoadLayout("MainMenuLayout.layout", nullptr);
guiManager->LoadLayout("GameSetupMenu.layout", nullptr);
guiManager->LoadLayout("TutorialLayout.layout", nullptr);
//guiManager->LoadLayout("CharacterSetupMenu.layout", nullptr);
if(progressBar.GetWindow() == NULL)
{
CEGUI::Window* progressWindow = CEGUI::WindowManager::getSingleton().createWindow("Generic/Image", "CursorProgress");
progressWindow->setSize( CEGUI::USize(CEGUI::UDim( 0.1f, 0 ), CEGUI::UDim( 0.1f, 0 ) ) );
progressWindow->setPosition( CEGUI::UVector2(CEGUI::UDim( 0.5f, 0 ), CEGUI::UDim( 0.5f, 0 ) ) );
progressWindow->setAlwaysOnTop(true);
progressWindow->setMousePassThroughEnabled(true);
guiManager->GetRootWindow()->addChild(progressWindow);
progressBar.SetWindow(progressWindow);
progressWindow->setVisible(true);
}
handlers[Screens::MainMenu] = new MainMenuHandler(this);
//handlers[Screens::CharacterSetup] = new CharacterMenuHandler(this);
handlers[Screens::GameSetup] = new GameSetupMenuHandler(this);
handlers[Screens::Tutorial] = new TutorialMenuHandler(this);
for (unsigned int i = 0; i < Screens::Count; i++)
{
handlers[i]->Hide();
}
//currentScreen = GameSetup;
handlers[currentScreen]->Show();
InputManager* inputManager = InputManager::GetInstance();
KinectSpeechReader* speechReader = inputManager->GetSpeechReader();
if(speechReader)
{
inputManager->RegisterAudioListener(&player1Nav);
//Load the grammar for this scene
if(!speechReader->LoadGrammarFile("MenusSpeech.grxml"))
printf("Grammer Load Fail\n");
//Set the confidence threshold
speechReader->SetConfidenceThreshold(0.6f);
}
ogreSceneManager->setAmbientLight(Ogre::ColourValue(1.0f, 1.0f, 1.0f, 1.0f));
CreateCameraAndViewport(Ogre::ColourValue(0.0f, 0.0f, 0.0f, 0.0f));
}