本文整理汇总了C++中mygui::Button::setStateSelected方法的典型用法代码示例。如果您正苦于以下问题:C++ Button::setStateSelected方法的具体用法?C++ Button::setStateSelected怎么用?C++ Button::setStateSelected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mygui::Button
的用法示例。
在下文中一共展示了Button::setStateSelected方法的12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: notifyStateChanged
void SceneObjectPanel::notifyStateChanged(MyGUI::Widget* _sender)
{
if(mPickableObj == nullptr) return;
MyGUI::Button *btn = static_cast<MyGUI::Button*>(_sender);
std::string btnName = btn->getName();
btnName = btnName.substr(mPrefix.length(),btnName.length() - mPrefix.length());
if(btnName == "RB_FIX_XAXIS")
{
*mIsXFixed = !(*mIsXFixed);
btn->setStateSelected((*mIsXFixed));
}
else if(btnName == "RB_FIX_YAXIS")
{
*mIsYFixed = !(*mIsYFixed);
btn->setStateSelected((*mIsYFixed));
}
else
{
*mIsZFixed = !(*mIsZFixed);
btn->setStateSelected((*mIsZFixed));
}
}
示例2: add
/*向界面中加入数据相
*/
void SimpleDataUI::add( const MyGUI::UString& caption,SimpleData sd ){
MyGUI::TextBox* pt = mParent->createWidget<MyGUI::TextBox>(
"TextBox",MyGUI::IntCoord(),
MyGUI::Align::Left|MyGUI::Align::Top);
pt->setTextAlign( MyGUI::Align::Right );
pt->setCaption( caption );
pt->setUserData( MyGUI::Any(string("@")) ); //打一个标记为删除做准备
if( sd.type==SimpleData::BOOL ){
MyGUI::Button* pe = mParent->createWidget<MyGUI::Button>(
"CheckBox",MyGUI::IntCoord(),
MyGUI::Align::Left|MyGUI::Align::Top);
pe->setStateSelected(sd.b);
sd.change = mep;
pe->setUserData(MyGUI::Any(sd));
pe->eventMouseButtonClick += newDelegate(_simpleDataCheckChange);
}else if( sd.sv.empty() ){//编辑
MyGUI::EditBox* pe = mParent->createWidget<MyGUI::EditBox>(
"EditBox",MyGUI::IntCoord(),
MyGUI::Align::Left|MyGUI::Align::Top);
if( sd.type== SimpleData::STRING )
pe->setCaption( sd.str );
else if( sd.type== SimpleData::REAL)
{
pe->setCaption( (boost::format("%.2f")%sd.real).str() );
}
sd.change = mep;
pe->setUserData(MyGUI::Any(sd));
//数据改变
pe->eventEditTextChange += newDelegate(_simpleDataEditTextChange);
}else{//有可选数据
MyGUI::ComboBox* pc = mParent->createWidget<MyGUI::ComboBox>(
"ComboBox",MyGUI::IntCoord(),
MyGUI::Align::Left|MyGUI::Align::Top);
if( sd.type== SimpleData::STRING )
pc->setCaption( sd.str );
else if( sd.type== SimpleData::REAL )
pc->setCaption( boost::lexical_cast<string>(sd.real) );
for( vector<MyGUI::UString>::const_iterator i = sd.sv.begin();
i!=sd.sv.end();++i){
pc->addItem(*i);
if( *i == sd.str ){
if( sd.type== SimpleData::STRING )
pc->setEditStatic(true);
pc->setIndexSelected(i-sd.sv.begin());
}
}
sd.change = mep;
pc->setUserData(MyGUI::Any(sd));
//数据改变
pc->eventComboChangePosition += newDelegate(_simpleDataChange);
}
}
示例3: notifyMouseButtonClick
void KeyboardPanel::notifyMouseButtonClick(MyGUI::Widget* _sender)
{
MyGUI::Button* button = _sender->castType<MyGUI::Button>();
bool selected = button->getStateSelected();
if (selected)
{
button->setStateSelected(false);
CommandManager::getInstance().execiteCommand("KeyboardClick", std::string(mMainWidget->getUserString("Command")));
}
else
{
mButtonEngine->setStateSelected(false);
mButtonGun->setStateSelected(false);
mButtonAmmo->setStateSelected(false);
mButtonArmor->setStateSelected(false);
button->setStateSelected(true);
CommandManager::getInstance().execiteCommand("KeyboardClick", std::string(button->getUserString("Command")));
}
}
示例4: checkItem
void SimpleUI::checkItem( const string& name,bool b )
{
try{
MyGUI::Button * c = operator [](name)->castType<MyGUI::Button>(false);
if( c )
c->setStateSelected( b );
}catch( out_of_range& e ){
WARNING_LOG(e.what());
}
}
示例5: simpleDataChange
//数据发生改变
void Game::simpleDataChange(SimpleData* psd){
assert( psd );
try{
mNeedReset = true;
MyGUI::Button* pb = mUI["Apply"]->castType<MyGUI::Button>(false);
if( pb )pb->setStateSelected(true);
}catch( out_of_range& e ){
WARNING_LOG(e.what());
}
}
示例6: requestDrawItem
void WidgetsWindow::requestDrawItem(MyGUI::ItemBox* _sender, MyGUI::Widget* _item, const MyGUI::IBDrawItemInfo& _info)
{
MyGUI::Button* button = *_item->getUserData<MyGUI::Button*>();
SkinInfo data = *_sender->getItemDataAt<SkinInfo>(_info.index);
if (_info.update)
{
button->setCaption(data.widget_button_name);
}
button->setStateSelected(_info.select);
}
示例7: _simpleDataCheckChange
/*BOOL型数据改变 Check
*/
static void _simpleDataCheckChange(MyGUI::Widget* _sender){
MyGUI::Button* sender = _sender->castType<MyGUI::Button>(false);
if( sender ){
SimpleData* psd = sender->getUserData<SimpleData>(false);
sender->setStateSelected(!sender->getStateSelected());
if( psd ){
if( psd->type==SimpleData::BOOL ){
psd->b = sender->getStateSelected();
}
if( psd->change )
psd->change->invoke(psd);
}
}
}
示例8: updateBoolControlValue
void PropertyGridManager::updateBoolControlValue(MyGUI::Widget *const control, PropertyGridProperty *const property)
{
MyGUI::Button *checkbox = (MyGUI::Button *)control->findWidget("CheckBox");
if(nullptr == checkbox)
{
Debug::error(STEEL_METH_INTRO, "could not find checkbox button in bool propertyControl. Control: ", control, " property: ", *property, ". Aborting.").endl();
return;
}
bool checked = false;
property->read(checked);
checkbox->setStateSelected(checked);
}
示例9: notifyMouseButtonClick
void CameraPanel::notifyMouseButtonClick(MyGUI::Widget* _sender)
{
MyGUI::Button* button = _sender->castType<MyGUI::Button>();
bool pressed = button->getStateSelected();
if(!pressed)
{
mBtnFixed->setStateSelected(false);
mBtnManipulable->setStateSelected(false);
mBtnTracking->setStateSelected(false);
button->setStateSelected(!pressed);
std::string btName = button->getName();
if(btName == "RBCamFixed")
mCamMode = 0;
else if(btName == "RBCamFixed")
mCamMode = 1;
else
mCamMode = 2;
}
}
示例10: notifyMouseButtonClick
void SettingsGeneralControl::notifyMouseButtonClick(MyGUI::Widget* _sender)
{
MyGUI::Button* button = _sender->castType<MyGUI::Button>(false);
if (button != nullptr)
button->setStateSelected(!button->getStateSelected());
}
示例11: updateSpells
void SpellWindow::updateSpells()
{
mSpellIcons->updateWidgets(mEffectBox, false);
const int spellHeight = 18;
mHeight = 0;
while (mSpellView->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(mSpellView->getChildAt(0));
// retrieve all player spells, divide them into Powers and Spells and sort them
std::vector<std::string> spellList;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
MWWorld::InventoryStore& store = player.getClass().getInventoryStore(player);
MWMechanics::CreatureStats& stats = player.getClass().getCreatureStats(player);
MWMechanics::Spells& spells = stats.getSpells();
for (MWMechanics::Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
spellList.push_back (it->first);
const MWWorld::ESMStore &esmStore =
MWBase::Environment::get().getWorld()->getStore();
std::vector<std::string> powers;
std::vector<std::string>::iterator it = spellList.begin();
while (it != spellList.end())
{
const ESM::Spell* spell = esmStore.get<ESM::Spell>().find(*it);
if (spell->mData.mType == ESM::Spell::ST_Power)
{
powers.push_back(*it);
it = spellList.erase(it);
}
else if (spell->mData.mType == ESM::Spell::ST_Ability
|| spell->mData.mType == ESM::Spell::ST_Blight
|| spell->mData.mType == ESM::Spell::ST_Curse
|| spell->mData.mType == ESM::Spell::ST_Disease)
{
it = spellList.erase(it);
}
else
++it;
}
std::sort(powers.begin(), powers.end(), sortSpells);
std::sort(spellList.begin(), spellList.end(), sortSpells);
// retrieve player's enchanted items
std::vector<MWWorld::Ptr> items;
for (MWWorld::ContainerStoreIterator it(store.begin()); it != store.end(); ++it)
{
std::string enchantId = it->getClass().getEnchantment(*it);
if (enchantId != "")
{
// only add items with "Cast once" or "Cast on use"
const ESM::Enchantment* enchant =
esmStore.get<ESM::Enchantment>().find(enchantId);
int type = enchant->mData.mType;
if (type != ESM::Enchantment::CastOnce
&& type != ESM::Enchantment::WhenUsed)
continue;
items.push_back(*it);
}
}
std::sort(items.begin(), items.end(), sortItems);
int height = estimateHeight(items.size() + powers.size() + spellList.size());
bool scrollVisible = height > mSpellView->getHeight();
mWidth = mSpellView->getWidth() - (scrollVisible ? 18 : 0);
// powers
addGroup("#{sPowers}", "");
for (std::vector<std::string>::const_iterator it = powers.begin(); it != powers.end(); ++it)
{
const ESM::Spell* spell = esmStore.get<ESM::Spell>().find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(spell->mName);
t->setTextAlign(MyGUI::Align::Left);
t->setUserString("ToolTipType", "Spell");
t->setUserString("Spell", *it);
t->eventMouseWheel += MyGUI::newDelegate(this, &SpellWindow::onMouseWheel);
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onSpellSelected);
if (*it == MWBase::Environment::get().getWindowManager()->getSelectedSpell())
t->setStateSelected(true);
mHeight += spellHeight;
}
// other spells
addGroup("#{sSpells}", "#{sCostChance}");
for (std::vector<std::string>::const_iterator it = spellList.begin(); it != spellList.end(); ++it)
{
const ESM::Spell* spell = esmStore.get<ESM::Spell>().find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
//.........这里部分代码省略.........
示例12: updateSpells
//.........这里部分代码省略.........
// only add items with "Cast once" or "Cast on use"
const ESM::Enchantment* enchant = MWBase::Environment::get().getWorld()->getStore().enchants.find(enchantId);
int type = enchant->data.type;
if (type != ESM::Enchantment::CastOnce
&& type != ESM::Enchantment::WhenUsed)
continue;
items.push_back(*it);
}
}
std::sort(items.begin(), items.end(), sortItems);
int height = estimateHeight(items.size() + powers.size() + spellList.size());
bool scrollVisible = height > mSpellView->getHeight();
mWidth = mSpellView->getWidth() - (scrollVisible ? 18 : 0);
// powers
addGroup("#{sPowers}", "");
for (std::vector<std::string>::const_iterator it = powers.begin(); it != powers.end(); ++it)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(spell->name);
t->setTextAlign(MyGUI::Align::Left);
t->setUserString("ToolTipType", "Spell");
t->setUserString("Spell", *it);
t->eventMouseWheel += MyGUI::newDelegate(this, &SpellWindow::onMouseWheel);
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onSpellSelected);
if (*it == selectedSpell)
t->setStateSelected(true);
mHeight += spellHeight;
}
// other spells
addGroup("#{sSpells}", "#{sCostChance}");
for (std::vector<std::string>::const_iterator it = spellList.begin(); it != spellList.end(); ++it)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().spells.find(*it);
MyGUI::Button* t = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
t->setCaption(spell->name);
t->setTextAlign(MyGUI::Align::Left);
t->setUserString("ToolTipType", "Spell");
t->setUserString("Spell", *it);
t->eventMouseWheel += MyGUI::newDelegate(this, &SpellWindow::onMouseWheel);
t->eventMouseButtonClick += MyGUI::newDelegate(this, &SpellWindow::onSpellSelected);
t->setStateSelected(*it == selectedSpell);
// cost / success chance
MyGUI::Button* costChance = mSpellView->createWidget<MyGUI::Button>("SpellText",
MyGUI::IntCoord(4, mHeight, mWidth-8, spellHeight), MyGUI::Align::Left | MyGUI::Align::Top);
std::string cost = boost::lexical_cast<std::string>(spell->data.cost);
std::string chance = boost::lexical_cast<std::string>(int(MWMechanics::getSpellSuccessChance(*it, player)));
costChance->setCaption(cost + "/" + chance);
costChance->setTextAlign(MyGUI::Align::Right);
costChance->setNeedMouseFocus(false);
costChance->setStateSelected(*it == selectedSpell);
mHeight += spellHeight;
}