本文整理汇总了C++中cegui::Window::show方法的典型用法代码示例。如果您正苦于以下问题:C++ Window::show方法的具体用法?C++ Window::show怎么用?C++ Window::show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::show方法的6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: handleDSActivation
bool GUIManager::handleDSActivation ( CEGUI::EventArgs const & e )
{
CEGUI::Window *tab =
static_cast<CEGUI::WindowEventArgs const &>(e).window->getParent();
CEGUI::Listbox *lb = static_cast<CEGUI::Listbox *>(tab->getChild(0));
ListboxItem *item = static_cast<ListboxItem *>(lb->getFirstSelectedItem());
if (item != NULL) {
DataManager *dm = static_cast<DataManager *>(item->getUserData());
CEGUI::Scrollbar *sb = static_cast<CEGUI::Scrollbar *>(tab->getChild(2));
std::vector<unsigned int> const & dims = dm->getDimensions();
unsigned int dim = dims[int(sb->getScrollPosition()*(dims.size()-1))];
float scrollPos = sb->getScrollPosition();
dm->activate(dim);
// Enable global scrollbar
CEGUI::WindowManager & wm = CEGUI::WindowManager::getSingleton();
sb = static_cast<CEGUI::Scrollbar *>(wm.getWindow("Sheet/DimensionSlider"));
sb->enable();
CEGUI::WindowEventArgs w(sb);
sb->fireEvent(CEGUI::Scrollbar::EventScrollPositionChanged, w);
// Set the global scrollbar to the right position.
sb->setScrollPosition(scrollPos);
CEGUI::Window *desc = wm.getWindow("Sheet/DimensionText");
desc->show();
}
// TODO handle else-error
return true;
}
示例2: handleOptionsVisibility
bool GUIManager::handleOptionsVisibility ( CEGUI::EventArgs const & )
{
CEGUI::Window *dsFrame = CEGUI::WindowManager::getSingleton().getWindow(
"Sheet/DatasetFrame");
std::string prop = dsFrame->getProperty("Visible").c_str();
if (prop == "False")
dsFrame->show();
else
dsFrame->hide();
return true;
}
示例3: Refresh
/***********************************************************
refreshthe gui
***********************************************************/
void GameGUI::Refresh()
{
_cb.Show();_cb.Show();
_comb.Show();_comb.Show();
_telb.Show();_telb.Show();
_invb.Show();_invb.Show();
_shortb.Show();_shortb.Show();
_containerb.Refresh();
_invb.Refresh();
_shortb.Refresh();
CEGUI::Window * win = CEGUI::WindowManager::getSingleton().getWindow("PlayerName");
win->hide();
win->show();
}
示例4: loadWindow
//-----------------------------------------------------------------------------
bool MyGUIManager::loadWindow(const std::string& layoutName)
{
CEGUI::Window *guiSheet;
// 检测给定layout的文件是否加载,没有加载则加载
if(!getGUIWindowManager()->isWindowPresent(layoutName))
{
// 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。
guiSheet = getGUIWindowManager()->loadWindowLayout(layoutName + ".layout");
}
else
{
// 如果已经加载则直接显示
guiSheet = getGUIWindowManager()->getWindow(layoutName);
}
// 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。
mGUISystem->setGUISheet(guiSheet);
//显示UI布局
guiSheet->show();
return true;
}
示例5: CreateText
CEGUI::Window* TestAARHUD::CreateText(const std::string& name, CEGUI::Window* parent, const std::string& text,
float x, float y, float width, float height)
{
CEGUI::WindowManager* wm = CEGUI::WindowManager::getSingletonPtr();
// create base window and set our default attribs
CEGUI::Window* result = wm->createWindow("WindowsLook/StaticText", name);
parent->addChildWindow(result);
result->setText(text);
result->setPosition(CEGUI::UVector2(cegui_absdim(x), cegui_absdim(y)));
result->setSize(CEGUI::UVector2(cegui_absdim(width), cegui_absdim(height)));
result->setProperty("FrameEnabled", "false");
result->setProperty("BackgroundEnabled", "false");
result->setHorizontalAlignment(CEGUI::HA_LEFT);
result->setVerticalAlignment(CEGUI::VA_TOP);
// set default color to white
result->setProperty("TextColours",
CEGUI::PropertyHelper::colourToString(CEGUI::colour(1.0f, 1.0f, 1.0f)));
result->show();
return result;
}
示例6: keyPressed
bool GameInputHandler::keyPressed(const OIS::KeyEvent &evt)
{
CEGUIInputHandler::keyPressed(evt);
handleCommonKeyboardEvents(evt);
if (game.getSubState() != SUBST_EDITOR)
return true;
OIS::KeyCode ch = evt.key;
if (ch == OIS::KC_P)
{
// Switch to player mode
game.createPlayer(camera->getDerivedPosition());
}
else if (ch == OIS::KC_I)
{
// Blend interface in/out
CEGUI::Window* guiPage = windowManager.getPage("Editor");
if (guiPage->isVisible())
guiPage->hide();
else
guiPage->show();
}
else if (ch == OIS::KC_M)
{
// Output camera position and orientation to log
/*string str = "INFO: position=\"" + StringConverter::toString(game.cameraNode->getPosition()) + "\"" +
" yawOrientation=\"" + StringConverter::toString(game.cameraYawNode->getOrientation()) + "\"" +
" pitchOrientation=\"" + StringConverter::toString(game.cameraPitchNode->getOrientation()) + "\"";
*/
string str = "INFO: position=\"" + StringConverter::toString(game.cameraNode->getPosition()) + "\"" +
" yaw=\"" + StringConverter::toString(game.cameraYawNode->getOrientation().getYaw(false)) + "\"" +
" pitch=\"" + StringConverter::toString(game.cameraPitchNode->getOrientation().getPitch(false)) + "\"" +
" roll=\"" + StringConverter::toString(game.cameraRollNode->getOrientation().getRoll(false)) + "\"";
LogManager::getSingleton().logMessage(str.c_str(), LML_CRITICAL);
}
else if (ch == OIS::KC_E)
{
// Place objects
game.spawnObject(CEGUI::EventArgs());
}
else if (evt.key == OIS::KC_O)
{
// Toggle polygon mode
camera->setPolygonMode((PolygonMode)((camera->getPolygonMode() % 3) + 1));
if (camera->getPolygonMode() == PM_SOLID)
vp->setClearEveryFrame(true, FBT_DEPTH);
else
vp->setClearEveryFrame(true, FBT_COLOUR | FBT_DEPTH);
}
if (objectManager.getEditObjects())
{
if (ch == OIS::KC_G)
objectManager.setEditMode(EDITMODE_GRAB);
else if (ch == OIS::KC_R)
objectManager.setEditMode(EDITMODE_ROTATE);
else if (ch == OIS::KC_T)
objectManager.setEditMode(EDITMODE_SCALE);
else if (ch == OIS::KC_X)
objectManager.setEditDirection(Vector3(1, 0, 0));
else if (ch == OIS::KC_Y)
objectManager.setEditDirection(Vector3(0, 1, 0));
else if (ch == OIS::KC_Z)
objectManager.setEditDirection(Vector3(0, 0, 1));
}
return true;
}