本文整理汇总了C++中gwen::controls::TreeNode::ExpandAll方法的典型用法代码示例。如果您正苦于以下问题:C++ TreeNode::ExpandAll方法的具体用法?C++ TreeNode::ExpandAll怎么用?C++ TreeNode::ExpandAll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gwen::controls::TreeNode
的用法示例。
在下文中一共展示了TreeNode::ExpandAll方法的1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: CreateTree
void WorldTree::CreateTree()
{
// Remove the old content.
mNodeMap.clear();
delete mTreeControl;
mTreeControl = new Gwen::Controls::TreeControl(this);
mTreeControl->SetBounds(0, 20, 200, 380);
mTreeControl->onSelect.Add(this, &WorldTree::OnSelectChange);
// Add the terrain node.
Gwen::Controls::TreeNode* terrain = mTreeControl->AddNode("Terrain");
terrain->onSelect.Add(this, &WorldTree::OnSelectChange);
mNodeMap["Terrain"].pData = mWorld->GetTerrain();
mNodeMap["Terrain"].type = GLib::TERRAIN;
Gwen::Controls::TreeNode* objects = mTreeControl->AddNode("Objects");
Gwen::Controls::TreeNode* staticObjects = objects->AddNode("Static");
Gwen::Controls::TreeNode* animatedObjects = objects->AddNode("Animated");
Gwen::Controls::TreeNode* lights = mTreeControl->AddNode("Lights (max 10)");
// Add all static objects.
GLib::ObjectList* objectList = mWorld->GetObjects();
map<string, int> counter;
for(int i = 0; i < objectList->size(); i++)
{
GLib::Object3D* object = objectList->operator[](i);
WorldTreeNode node;
node.pData = object;
node.type = object->GetType();
char buffer[256];
string name = object->GetName();
if(counter.find(name) != counter.end())
counter[name]++;
else
counter[name] = 1;
if(node.type == GLib::STATIC_OBJECT) {
sprintf(buffer, "%s %i", name.c_str(), counter[name]);
staticObjects->AddNode(buffer)->onSelect.Add(this, &WorldTree::OnSelectChange);
}
else if(node.type == GLib::ANIMATED_OBJECT) {
sprintf(buffer, "%s %i", name.c_str(), counter[name]);
animatedObjects->AddNode(buffer)->onSelect.Add(this, &WorldTree::OnSelectChange);
}
else if(node.type == GLib::LIGHT_OBJECT) {
sprintf(buffer, "Light %i", i+1);
lights->AddNode(buffer)->onSelect.Add(this, &WorldTree::OnSelectChange);
}
mNodeMap[buffer] = node;
}
objects->ExpandAll();
lights->ExpandAll();
}