本文整理汇总了C++中mygui::TextBox::setCaption方法的典型用法代码示例。如果您正苦于以下问题:C++ TextBox::setCaption方法的具体用法?C++ TextBox::setCaption怎么用?C++ TextBox::setCaption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::TextBox
的用法示例。
在下文中一共展示了TextBox::setCaption方法的15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: addGroup
void ReviewDialog::addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox* groupWidget = mSkillView->createWidget<MyGUI::TextBox>("SandBrightText", MyGUI::IntCoord(0, coord1.top, coord1.width + coord2.width, coord1.height), MyGUI::Align::Default);
groupWidget->eventMouseWheel += MyGUI::newDelegate(this, &ReviewDialog::onMouseWheel);
groupWidget->setCaption(label);
mSkillWidgets.push_back(groupWidget);
coord1.top += sLineHeight;
coord2.top += sLineHeight;
}
示例2: requestDrawItem
void requestDrawItem(MyGUI::ItemBox* _sender, MyGUI::Widget* _item, const MyGUI::IBDrawItemInfo& _info)
{
MyGUI::TextBox* text = *_item->getUserData<MyGUI::TextBox*>();
int data = *_sender->getItemDataAt<int>(_info.index);
if (_info.drag)
{
text->setCaption(MyGUI::utility::toString(
_info.drop_accept ? "#00FF00drag accept" : (_info.drop_refuse ? "#FF0000drag refuse" : "#0000FFdrag miss"),
"\n#000000data : ", data));
}
else
{
text->setCaption(MyGUI::utility::toString(
_info.drop_accept ? "#00FF00" : (_info.drop_refuse ? "#FF0000" : "#000000"), "index : ", _info.index,
"\n#000000data : ", data,
_info.active ? "\n#00FF00focus" : "\n#800000focus",
_info.select ? "\n#00FF00select" : "\n#800000select"));
}
}
示例3: open
void LevelupDialog::open()
{
MWBase::World *world = MWBase::Environment::get().getWorld();
MWWorld::Ptr player = world->getPlayerPtr();
MWMechanics::CreatureStats& creatureStats = player.getClass().getCreatureStats (player);
MWMechanics::NpcStats& pcStats = player.getClass().getNpcStats (player);
mSpentAttributes.clear();
resetCoins();
setAttributeValues();
const ESM::NPC *playerData = player.get<ESM::NPC>()->mBase;
// set class image
const ESM::Class *cls =
world->getStore().get<ESM::Class>().find(playerData->mClass);
// Vanilla uses thief.dds for custom classes. A player with a custom class
// doesn't have mId set, see mwworld/esmstore.hpp where it is initialised as
// "$dynamic0". This check should resolve bug #1260.
// Choosing Stealth specialization and Speed/Agility as attributes.
if(world->getStore().get<ESM::Class>().isDynamic(cls->mId))
{
MWWorld::SharedIterator<ESM::Class> it = world->getStore().get<ESM::Class>().begin();
for(; it != world->getStore().get<ESM::Class>().end(); it++)
{
if(it->mData.mIsPlayable && it->mData.mSpecialization == 2 && it->mData.mAttribute[0] == 4 && it->mData.mAttribute[1] == 3)
break;
}
mClassImage->setImageTexture ("textures\\levelup\\" + it->mId + ".dds");
}
else
mClassImage->setImageTexture ("textures\\levelup\\" + cls->mId + ".dds");
int level = creatureStats.getLevel ()+1;
mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + boost::lexical_cast<std::string>(level));
std::string levelupdescription;
if(level>20)
levelupdescription=world->getFallback()->getFallbackString("Level_Up_Default");
else
levelupdescription=world->getFallback()->getFallbackString("Level_Up_Level"+boost::lexical_cast<std::string>(level));
mLevelDescription->setCaption (levelupdescription);
for (int i=0; i<8; ++i)
{
MyGUI::TextBox* text = mAttributeMultipliers[i];
int mult = pcStats.getLevelupAttributeMultiplier (i);
text->setCaption(mult <= 1 ? "" : "x" + boost::lexical_cast<std::string>(mult));
}
center();
}
示例4: addGroup
void StatsWindow::addGroup(const std::string &label, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox* groupWidget = skillClientWidget->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, coord1.top, coord1.width + coord2.width, coord1.height),
MyGUI::Align::Left | MyGUI::Align::Top | MyGUI::Align::HStretch);
groupWidget->setCaption(label);
groupWidget->eventMouseWheel += MyGUI::newDelegate(this, &StatsWindow::onMouseWheel);
skillWidgets.push_back(groupWidget);
coord1.top += lineHeight;
coord2.top += lineHeight;
}
示例5: addValueItem
MyGUI::TextBox* ReviewDialog::addValueItem(const std::string& text, const std::string &value, const std::string& state, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox* skillNameWidget;
MyGUI::TextBox* skillValueWidget;
skillNameWidget = mSkillView->createWidget<MyGUI::TextBox>("SandText", coord1, MyGUI::Align::Default);
skillNameWidget->setCaption(text);
skillNameWidget->eventMouseWheel += MyGUI::newDelegate(this, &ReviewDialog::onMouseWheel);
skillValueWidget = mSkillView->createWidget<MyGUI::TextBox>("SandTextRight", coord2, MyGUI::Align::Top | MyGUI::Align::Right);
skillValueWidget->setCaption(value);
skillValueWidget->_setWidgetState(state);
skillValueWidget->eventMouseWheel += MyGUI::newDelegate(this, &ReviewDialog::onMouseWheel);
mSkillWidgets.push_back(skillNameWidget);
mSkillWidgets.push_back(skillValueWidget);
coord1.top += sLineHeight;
coord2.top += sLineHeight;
return skillValueWidget;
}
示例6: addItem
void ReviewDialog::addItem(const std::string& text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox* skillNameWidget;
skillNameWidget = mSkillView->createWidget<MyGUI::TextBox>("SandText", coord1 + MyGUI::IntSize(coord2.width, 0), MyGUI::Align::Default);
skillNameWidget->setCaption(text);
skillNameWidget->eventMouseWheel += MyGUI::newDelegate(this, &ReviewDialog::onMouseWheel);
mSkillWidgets.push_back(skillNameWidget);
coord1.top += sLineHeight;
coord2.top += sLineHeight;
}
示例7: addItem
MyGUI::Widget* StatsWindow::addItem(const std::string text, MyGUI::IntCoord &coord1, MyGUI::IntCoord &coord2)
{
MyGUI::TextBox* skillNameWidget;
skillNameWidget = skillClientWidget->createWidget<MyGUI::TextBox>("SandText", coord1 + MyGUI::IntSize(coord2.width, 0), MyGUI::Align::Default);
skillNameWidget->setCaption(text);
skillNameWidget->eventMouseWheel += MyGUI::newDelegate(this, &StatsWindow::onMouseWheel);
skillWidgets.push_back(skillNameWidget);
coord1.top += lineHeight;
coord2.top += lineHeight;
return skillNameWidget;
}
示例8: update
void ItemView::update()
{
while (mScrollView->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(mScrollView->getChildAt(0));
if (!mModel)
return;
mModel->update();
MyGUI::Widget* dragArea = mScrollView->createWidget<MyGUI::Widget>("",0,0,mScrollView->getWidth(),mScrollView->getHeight(),
MyGUI::Align::Stretch);
dragArea->setNeedMouseFocus(true);
dragArea->eventMouseButtonClick += MyGUI::newDelegate(this, &ItemView::onSelectedBackground);
dragArea->eventMouseWheel += MyGUI::newDelegate(this, &ItemView::onMouseWheel);
for (ItemModel::ModelIndex i=0; i<static_cast<int>(mModel->getItemCount()); ++i)
{
const ItemStack& item = mModel->getItem(i);
ItemWidget* itemWidget = dragArea->createWidget<ItemWidget>("MW_ItemIcon",
MyGUI::IntCoord(0, 0, 42, 42), MyGUI::Align::Default);
itemWidget->setUserString("ToolTipType", "ItemModelIndex");
itemWidget->setUserData(std::make_pair(i, mModel));
ItemWidget::ItemState state = ItemWidget::None;
if (item.mType == ItemStack::Type_Barter)
state = ItemWidget::Barter;
if (item.mType == ItemStack::Type_Equipped)
state = ItemWidget::Equip;
itemWidget->setItem(item.mBase, state);
itemWidget->eventMouseButtonClick += MyGUI::newDelegate(this, &ItemView::onSelectedItem);
itemWidget->eventMouseWheel += MyGUI::newDelegate(this, &ItemView::onMouseWheel);
// text widget that shows item count
// TODO: move to ItemWidget
MyGUI::TextBox* text = itemWidget->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(5, 19, 32, 18), MyGUI::Align::Default, std::string("Label"));
text->setTextAlign(MyGUI::Align::Right);
text->setNeedMouseFocus(false);
text->setTextShadow(true);
text->setTextShadowColour(MyGUI::Colour(0,0,0));
text->setCaption(getCountString(item.mCount));
}
layoutWidgets();
}
示例9: startDrag
void DragAndDrop::startDrag (int index, SortFilterItemModel* sortModel, ItemModel* sourceModel, ItemView* sourceView, int count)
{
mItem = sourceModel->getItem(index);
mDraggedCount = count;
mSourceModel = sourceModel;
mSourceView = sourceView;
mSourceSortModel = sortModel;
mIsOnDragAndDrop = true;
mDragAndDropWidget->setVisible(true);
std::string sound = MWWorld::Class::get(mItem.mBase).getUpSoundId(mItem.mBase);
MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
if (mSourceSortModel)
{
mSourceSortModel->clearDragItems();
mSourceSortModel->addDragItem(mItem.mBase, count);
}
std::string path = std::string("icons\\");
path += MWWorld::Class::get(mItem.mBase).getInventoryIcon(mItem.mBase);
MyGUI::ImageBox* baseWidget = mDragAndDropWidget->createWidget<MyGUI::ImageBox>
("ImageBox", MyGUI::IntCoord(0, 0, 42, 42), MyGUI::Align::Default);
mDraggedWidget = baseWidget;
MyGUI::ImageBox* image = baseWidget->createWidget<MyGUI::ImageBox>("ImageBox",
MyGUI::IntCoord(5, 5, 32, 32), MyGUI::Align::Default);
size_t pos = path.rfind(".");
if (pos != std::string::npos)
path.erase(pos);
path.append(".dds");
image->setImageTexture(path);
image->setNeedMouseFocus(false);
// text widget that shows item count
MyGUI::TextBox* text = image->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, 14, 32, 18), MyGUI::Align::Default, std::string("Label"));
text->setTextAlign(MyGUI::Align::Right);
text->setNeedMouseFocus(false);
text->setTextShadow(true);
text->setTextShadowColour(MyGUI::Colour(0,0,0));
text->setCaption(ItemView::getCountString(count));
sourceView->update();
MWBase::Environment::get().getWindowManager()->setDragDrop(true);
}
示例10: setValue
void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value)
{
skillValues[parSkill] = value;
MyGUI::TextBox* widget = skillWidgetMap[(int)parSkill];
if (widget)
{
float modified = value.getModified(), base = value.getBase();
std::string text = boost::lexical_cast<std::string>(std::floor(modified));
std::string state = "normal";
if (modified > base)
state = "increased";
else if (modified < base)
state = "decreased";
widget->setCaption(text);
widget->_setWidgetState(state);
}
}
示例11: setSkillValue
void ReviewDialog::setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::Stat<float>& value)
{
mSkillValues[skillId] = value;
MyGUI::TextBox* widget = mSkillWidgetMap[skillId];
if (widget)
{
float modified = value.getModified(), base = value.getBase();
std::string text = boost::lexical_cast<std::string>(std::floor(modified));
std::string state = "normal";
if (modified > base)
state = "increased";
else if (modified < base)
state = "decreased";
widget->setCaption(text);
widget->_setWidgetState(state);
}
}
示例12: startDrag
void DragAndDrop::startDrag (int index, SortFilterItemModel* sortModel, ItemModel* sourceModel, ItemView* sourceView, int count)
{
mItem = sourceModel->getItem(index);
mDraggedCount = count;
mSourceModel = sourceModel;
mSourceView = sourceView;
mSourceSortModel = sortModel;
mIsOnDragAndDrop = true;
mDragAndDropWidget->setVisible(true);
std::string sound = mItem.mBase.getClass().getUpSoundId(mItem.mBase);
MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
if (mSourceSortModel)
{
mSourceSortModel->clearDragItems();
mSourceSortModel->addDragItem(mItem.mBase, count);
}
ItemWidget* baseWidget = mDragAndDropWidget->createWidget<ItemWidget>
("MW_ItemIcon", MyGUI::IntCoord(0, 0, 42, 42), MyGUI::Align::Default);
mDraggedWidget = baseWidget;
baseWidget->setItem(mItem.mBase);
baseWidget->setNeedMouseFocus(false);
// text widget that shows item count
// TODO: move to ItemWidget
MyGUI::TextBox* text = baseWidget->createWidget<MyGUI::TextBox>("SandBrightText",
MyGUI::IntCoord(0, 14, 32, 18), MyGUI::Align::Default, std::string("Label"));
text->setTextAlign(MyGUI::Align::Right);
text->setNeedMouseFocus(false);
text->setTextShadow(true);
text->setTextShadowColour(MyGUI::Colour(0,0,0));
text->setCaption(ItemView::getCountString(count));
sourceView->update();
MWBase::Environment::get().getWindowManager()->setDragDrop(true);
}
示例13: open
void LevelupDialog::open()
{
MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayer().getPlayer();
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get(player).getCreatureStats (player);
MWMechanics::NpcStats& pcStats = MWWorld::Class::get(player).getNpcStats (player);
center();
mSpentAttributes.clear();
resetCoins();
setAttributeValues();
// set class image
const ESM::Class& playerClass = MWBase::Environment::get().getWorld ()->getPlayer ().getClass ();
// retrieve the ID to this class
std::string classId;
std::map<std::string, ESM::Class> list = MWBase::Environment::get().getWorld()->getStore ().classes.list;
for (std::map<std::string, ESM::Class>::iterator it = list.begin(); it != list.end(); ++it)
{
if (playerClass.name == it->second.name)
classId = it->first;
}
mClassImage->setImageTexture ("textures\\levelup\\" + classId + ".dds");
/// \todo replace this with INI-imported texts
int level = creatureStats.getLevel ()+1;
mLevelText->setCaptionWithReplacing("#{sLevelUpMenu1} " + boost::lexical_cast<std::string>(level));
for (int i=0; i<8; ++i)
{
MyGUI::TextBox* text = mAttributeMultipliers[i];
int mult = pcStats.getLevelupAttributeMultiplier (i);
text->setCaption(mult <= 1 ? "" : "x" + boost::lexical_cast<std::string>(mult));
}
}
示例14: notifyEventAction
void DemoKeeper::notifyEventAction(MainPanel::TypeEvents _action, size_t _index)
{
static MyGUI::IVertexBuffer* vbo = nullptr;
if (_action == MainPanel::EventQuit)
{
if (vbo)
MyGUI::RenderManager::getInstance().destroyVertexBuffer(vbo);
quit();
}
else if (_action == MainPanel::EventNew)
{
//cocos2d::extension::CCNotificationCenter::sharedNotificationCenter()->postNotification(EVENT_COME_TO_BACKGROUND);
//cocos2d::CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND);
//removeRenderBoxes();
//destroyWindows();
//mEditorWindow->clearView();
//MyGUI::Widget *tempWindow = mEditorWindow->getView()->findWidget("tempWindow");
//if (tempWindow)
// MyGUI::Gui::getInstance().destroyWidget(tempWindow);
if (vbo)
{
MyGUI::RenderManager::getInstance().destroyVertexBuffer(vbo);
vbo = nullptr;
}
}
else if (_action == MainPanel::EventLoad)
{
//mEditorWindow->getView()->createWidget<MyGUI::Window>(
// MyGUI::WidgetStyle::Overlapped, "WindowCSX",
// MyGUI::IntCoord(10, 10, 100, 100),
// MyGUI::Align::Default, "", "tempWindow");
if (!vbo)
{
vbo = MyGUI::RenderManager::getInstance().createVertexBuffer();
}
for (unsigned i = 2; i < 2048; i += 4)
{
vbo->setVertexCount(i);
vbo->lock();
vbo->unlock();
}
//createWindows();
}
else if (_action == MainPanel::EventCreate)
{
MyGUI::Widget* view = mEditorWindow->getView();
const MyGUI::IntCoord& coord = view->getClientCoord();
if (_index == 0)
{
const MyGUI::IntSize size(80, 80);
MyGUI::Window* window = view->createWidget<MyGUI::Window>(MyGUI::WidgetStyle::Overlapped, "WindowCS", MyGUI::IntCoord(getRand(0, coord.width - size.width), getRand(0, coord.height - size.height), size.width, size.height), MyGUI::Align::Default);
window->setCaption("Frame");
window->setMinSize(size);
}
else if (_index == 1)
{
const MyGUI::IntSize size(180, 15);
MyGUI::ScrollBar* scroll = view->createWidget<MyGUI::ScrollBar>("ScrollBarH", MyGUI::IntCoord(getRand(0, coord.width - size.width), getRand(0, coord.height - size.height), size.width, size.height), MyGUI::Align::Default);
scroll->setScrollRange(200);
scroll->setScrollPosition(10);
scroll->setScrollPage(1);
scroll->setScrollViewPage(20);
}
else if (_index == 2)
{
const MyGUI::IntSize size(15, 180);
MyGUI::ScrollBar* scroll = view->createWidget<MyGUI::ScrollBar>("ScrollBarV", MyGUI::IntCoord(getRand(0, coord.width - size.width), getRand(0, coord.height - size.height), size.width, size.height), MyGUI::Align::Default);
scroll->setScrollRange(200);
scroll->setScrollPosition(10);
scroll->setScrollPage(1);
scroll->setScrollViewPage(20);
}
else if (_index == 3)
{
const MyGUI::IntSize size(80, 26);
MyGUI::TextBox* text = view->createWidget<MyGUI::TextBox>("TextBox", MyGUI::IntCoord(getRand(0, coord.width - size.width), getRand(0, coord.height - size.height), size.width, size.height), MyGUI::Align::Default);
text->setCaption("TextBox");
}
else if (_index == 4)
{
const MyGUI::IntSize size(50, 50);
MyGUI::ImageBox* image = view->createWidget<MyGUI::ImageBox>("ImageBox", MyGUI::IntCoord(getRand(0, coord.width - size.width), getRand(0, coord.height - size.height), size.width, size.height), MyGUI::Align::Default);
image->setImageTexture("HelpIcon.png");
}
else if (_index == 5)
{
const MyGUI::IntSize size(480, 320);
MyGUI::Window* window = view->createWidget<MyGUI::Window>(MyGUI::WidgetStyle::Overlapped, "WindowCSX", MyGUI::IntCoord(getRand(0, coord.width - size.width), getRand(0, coord.height - size.height), size.width, size.height), MyGUI::Align::Default);
window->setCaption("Render");
MyGUI::Canvas* canvas = window->createWidget<MyGUI::Canvas>("Canvas", MyGUI::IntCoord(0, 0, window->getClientCoord().width, window->getClientCoord().height), MyGUI::Align::Stretch);
createRenderBox(canvas);
//.........这里部分代码省略.........
示例15: update
void AlchemyWindow::update()
{
Widgets::SpellEffectList effects;
for (int i=0; i<4; ++i)
{
MyGUI::ImageBox* ingredient;
if (i==0)
ingredient = mIngredient1;
else if (i==1)
ingredient = mIngredient2;
else if (i==2)
ingredient = mIngredient3;
else if (i==3)
ingredient = mIngredient4;
if (!ingredient->isUserString("ToolTipType"))
continue;
// add the effects of this ingredient to list of effects
MWWorld::LiveCellRef<ESM::Ingredient>* ref = ingredient->getUserData<MWWorld::Ptr>()->get<ESM::Ingredient>();
for (int i=0; i<4; ++i)
{
if (ref->base->mData.mEffectID[i] < 0)
continue;
MWGui::Widgets::SpellEffectParams params;
params.mEffectID = ref->base->mData.mEffectID[i];
params.mAttribute = ref->base->mData.mAttributes[i];
params.mSkill = ref->base->mData.mSkills[i];
effects.push_back(params);
}
// update ingredient count labels
if (ingredient->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(ingredient->getChildAt(0));
MyGUI::TextBox* text = ingredient->createWidget<MyGUI::TextBox>("SandBrightText", MyGUI::IntCoord(0, 14, 32, 18), MyGUI::Align::Default, std::string("Label"));
text->setTextAlign(MyGUI::Align::Right);
text->setNeedMouseFocus(false);
text->setTextShadow(true);
text->setTextShadowColour(MyGUI::Colour(0,0,0));
text->setCaption(getCountString(ingredient->getUserData<MWWorld::Ptr>()->getRefData().getCount()));
}
// now remove effects that are only present once
Widgets::SpellEffectList::iterator it = effects.begin();
while (it != effects.end())
{
Widgets::SpellEffectList::iterator next = it;
++next;
bool found = false;
for (; next != effects.end(); ++next)
{
if (*next == *it)
found = true;
}
if (!found)
it = effects.erase(it);
else
++it;
}
// now remove duplicates, and don't allow more than 4 effects
Widgets::SpellEffectList old = effects;
effects.clear();
int i=0;
for (Widgets::SpellEffectList::iterator it = old.begin();
it != old.end(); ++it)
{
bool found = false;
for (Widgets::SpellEffectList::iterator it2 = effects.begin();
it2 != effects.end(); ++it2)
{
// MW considers all "foritfy attribute" effects as the same effect. See the
// "Can't create multi-state boost potions" discussion on http://www.uesp.net/wiki/Morrowind_talk:Alchemy
// thus, we are only checking effectID here and not attribute or skill
if (it2->mEffectID == it->mEffectID)
found = true;
}
if (!found && i<4)
{
++i;
effects.push_back(*it);
}
}
mEffects = effects;
while (mEffectsBox->getChildCount())
MyGUI::Gui::getInstance().destroyWidget(mEffectsBox->getChildAt(0));
MyGUI::IntCoord coord(0, 0, mEffectsBox->getWidth(), 24);
Widgets::MWEffectListPtr effectsWidget = mEffectsBox->createWidget<Widgets::MWEffectList>
("MW_StatName", coord, MyGUI::Align::Left | MyGUI::Align::Top);
effectsWidget->setWindowManager(&mWindowManager);
effectsWidget->setEffectList(effects);
std::vector<MyGUI::WidgetPtr> effectItems;
effectsWidget->createEffectWidgets(effectItems, mEffectsBox, coord, false, 0);
effectsWidget->setCoord(coord);
//.........这里部分代码省略.........