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C++ window::Ptr类代码示例

本文整理汇总了C++中sfg::window::Ptr的典型用法代码示例。如果您正苦于以下问题:C++ Ptr类的具体用法?C++ Ptr怎么用?C++ Ptr使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Ptr类的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: Run

void DesktopExample::Run() {
	sf::RenderWindow render_window( sf::VideoMode( SCREEN_WIDTH, SCREEN_HEIGHT ), "SFGUI Desktop Example" );
	sf::Event event;

	// We have to do this because we don't use SFML to draw.
	render_window.resetGLStates();

	//// Main window ////
	// Widgets.
	m_window->SetTitle( "SFGUI Desktop Example" );

	sfg::Label::Ptr intro_label( sfg::Label::Create( "Click on \"Create window\" to create any number of new windows." ) );
	sfg::Button::Ptr create_window_button( sfg::Button::Create( "Create window" ) );
	create_window_button->SetId( "create_window" );

	// Layout.
	sfg::Box::Ptr main_box( sfg::Box::Create( sfg::Box::VERTICAL, 5.f ) );
	main_box->Pack( intro_label, false );
	main_box->Pack( create_window_button, false );

	m_window->Add( main_box );
	m_desktop.Add( m_window );

	// Signals.
	create_window_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &DesktopExample::OnCreateWindowClick, this );

	// Init.
	m_desktop.SetProperty( "Button#create_window", "FontSize", 18.f );

	while( render_window.isOpen() ) {
		while( render_window.pollEvent( event ) ) {
			if(
				(event.type == sf::Event::Closed) ||
				(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
			) {
				render_window.close();
			}
			else if( event.type == sf::Event::Resized ) {
				m_desktop.UpdateViewRect(
					sf::FloatRect(
						0,
						0,
						static_cast<float>( render_window.getSize().x ),
						static_cast<float>( render_window.getSize().y )
					)
				);
			}
			else {
				m_desktop.HandleEvent( event );
			}
		}

		m_desktop.Update( 0.f );
		render_window.clear();
		m_sfgui.Display( render_window );
		render_window.display();
	}
}
开发者ID:DrJonki,项目名称:I-want-it-back,代码行数:58,代码来源:Desktop.cpp

示例2: refreshPropertiesWindow

		void refreshPropertiesWindow()
		{
			clearPropertiesWindow();

			propertiesBox = sfg::Box::Create(sfg::Box::Orientation::VERTICAL, 2.0f);
			windowProperties->Add(propertiesBox);
			//windowProperties->SetRequisition(sf::Vector2f(150.0f,400.0f));

			for (unsigned int i = 0; i < properties.size(); i++)
			{

				sfg::Label::Ptr label	= sfg::Label::Create();
				sfg::Entry::Ptr textbox = sfg::Entry::Create();
				sfg::Box::Ptr	box		= sfg::Box::Create(sfg::Box::Orientation::HORIZONTAL, 5.0f);

				box->SetRequisition(sf::Vector2f(300.0f, 28.0f));
				textbox->SetRequisition(sf::Vector2f(200.0f,25.0f));
				label->SetRequisition(sf::Vector2f(100.0f, 25.0f));

				label->SetText(properties.at(i).Name);
				textbox->SetText(properties.at(i).Value);

				windowPropertiesBox.push_back(box);
				windowPropertiesLabel.push_back(label);
				windowPropertiesTextbox.push_back(textbox);

				box->Pack(label,false,false);
				box->Pack(textbox,false,false);

				propertiesBox->Pack(box,false,false);

			}

		}
开发者ID:hurricanejack,项目名称:project-game,代码行数:34,代码来源:InterfaceWorldEditor.hpp

示例3: refreshToolsWindow

		void refreshToolsWindow()
		{
			clearToolsWindow();

			toolsBox = sfg::Box::Create(sfg::Box::Orientation::VERTICAL, 5.0f);

			for (unsigned int i = 0; i < tools.size(); i++)
			{
				Tool tool = tools.at(i);
				bool loaded = false;
				if (!tool.Loaded)
				{
					if (tool.load())
					{
						loaded = true;
					}
				}
				else
				{
					loaded = true;
				}
				sfg::ToggleButton::Ptr button = sfg::ToggleButton::Create();
				
				button->SetLabel("");

				if (loaded)
				{
					button->SetImage(tool.Image);
				}
				else
				{
					button->SetLabel(tool.Name);
				}

				button->GetSignal(sfg::ToggleButton::OnLeftClick).Connect(std::bind(&InterfaceWorldEditor::onButtonTool, this));
				if (i == 0)
				{
					button->SetActive(true);
				}
				toolButtons.push_back(button);
				toolsBox->Pack(button,false,false);
			}
			windowTool->Add(toolsBox);

		}
开发者ID:hurricanejack,项目名称:project-game,代码行数:45,代码来源:InterfaceWorldEditor.hpp

示例4: Run

void ButtonsExample::Run() {
	// Create the main SFML window
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Buttons Example", sf::Style::Titlebar | sf::Style::Close );

	// We have to do this because we don't use SFML to draw.
	app_window.resetGLStates();

	// Create our main SFGUI window
	m_window = sfg::Window::Create();
	m_window->SetTitle( "Title" );

	// Create a Box to contain all our fun buttons ;)
	sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::VERTICAL, 5.f );

	// Create the Button itself.
	m_button = sfg::Button::Create( "Click me" );

	// Add the Button to the Box
	box->Pack( m_button );

	// So that our Button has a meaningful purpose
	// (besides just looking awesome :P) we need to tell it to connect
	// to a callback of our choosing to notify us when it is clicked.
	m_button->GetSignal( sfg::Widget::OnLeftClick ).Connect( &ButtonsExample::ButtonClick, this );

	// If attempting to connect to a class method you need to provide
	// a pointer to it as the second parameter after the function address.
	// Refer to the Signals example for more information.

	// Create the ToggleButton itself.
	m_toggle_button = sfg::ToggleButton::Create( "Toggle me" );

	// Connect the OnToggle signal to our handler.
	m_toggle_button->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonToggle, this );

	// Add the ToggleButton to the Box
	box->Pack( m_toggle_button );

	// Create the CheckButton itself.
	m_check_button = sfg::CheckButton::Create( "Check me" );

	// Since a CheckButton is also a ToggleButton we can use
	// ToggleButton signals to handle events for CheckButtons.
	m_check_button->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonCheck, this );

	// Add the CheckButton to the Box
	box->Pack( m_check_button );

	// Just to keep things tidy ;)
	box->Pack( sfg::Separator::Create() );

	// Create our RadioButtons.
	// RadioButtons each have a group they belong to. If not specified,
	// a new group is created by default for each RadioButton. You can
	// then use RadioButton::SetGroup() to set the group of a RadioButton
	// after you create them. If you already know which buttons will belong
	// to the same group you can just pass the group of the first button
	// to the following buttons when you construct them as we have done here.
	m_radio_button1 = sfg::RadioButton::Create( "Either this" );
	m_radio_button2 = sfg::RadioButton::Create( "Or this", m_radio_button1->GetGroup() );
	m_radio_button3 = sfg::RadioButton::Create( "Or maybe even this", m_radio_button1->GetGroup() );

	// Set the third RadioButton to be the active one.
	// By default none of the RadioButtons are active at start.
	m_radio_button3->SetActive( true );

	// Here we use the same handler for all three RadioButtons.
	// RadioButtons are CheckButtons and therefore also ToggleButtons,
	// hence we can use ToggleButton signals with RadioButtons as well.
	m_radio_button1->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonSelect, this );
	m_radio_button2->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonSelect, this );
	m_radio_button3->GetSignal( sfg::ToggleButton::OnToggle ).Connect( &ButtonsExample::ButtonSelect, this );

	// Add the RadioButtons to the Box
	box->Pack( m_radio_button1 );
	box->Pack( m_radio_button2 );
	box->Pack( m_radio_button3 );

	// Finally add the Box to the window.
	m_window->Add( box );

	// Start the game loop
	while ( app_window.isOpen() ) {
		// Process events
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			// Handle events
			m_window->HandleEvent( event );

			// Close window : exit
			if ( event.type == sf::Event::Closed ) {
				app_window.close();
			}
		}

		// Update the GUI, note that you shouldn't normally
		// pass 0 seconds to the update method.
		m_window->Update( 0.f );

//.........这里部分代码省略.........
开发者ID:DrJonki,项目名称:I-want-it-back,代码行数:101,代码来源:Buttons.cpp

示例5: Run

void Application::Run() {
	sf::RenderWindow app_window( sf::VideoMode( 800, 600 ), "SFGUI Button Example", sf::Style::Titlebar | sf::Style::Close );

	// We have to do this because we don't use SFML to draw.
	app_window.resetGLStates();

	window = sfg::Window::Create();
	window->SetTitle( "Title" );

	sfg::Box::Ptr box = sfg::Box::Create( sfg::Box::VERTICAL );
	window->Add( box );

	// Possibility 1, normal function
	sfg::Button::Ptr button1 = sfg::Button::Create();
	button1->SetLabel( "Clicky 1" );
	button1->OnLeftClick.Connect( &Foo );
	box->Pack( button1, false );

	// Possibility 2, this class
	sfg::Button::Ptr button2 = sfg::Button::Create();
	button2->SetLabel( "Clicky 2" );
	button2->OnLeftClick.Connect( &Application::Bar, this );
	box->Pack( button2, false );

	// Possibility 3, objects
	BazClass baz_array[3] = { BazClass( 1 ), BazClass( 2 ), BazClass( 3 ) };

	for( int i = 0; i < 3; i++ ) {
		std::stringstream sstr;
		sstr << "Clicky " << i + 3;
		sfg::Button::Ptr button = sfg::Button::Create();
		button->SetLabel( sstr.str() );
		// This is just a more complicated way of passing a pointer to a
		// BazClass to Connect() when the BazClass object is part of an array.
		// Passing normal pointers such as &baz1 would also work.
		button->OnLeftClick.Connect( &BazClass::Baz, &( baz_array[i] ) );
		box->Pack( button, false );
	}

	// Notice that with possibility 3 you can do very advanced things. The tricky
	// part of implementing it this way is that the method address has to be
	// known at compile time, which means that only the instanciated object itself
	// is able to pick how it will behave when that method is called on it. This
	// way you can also connect signals to dynamically determined behavior.

	// For further reading on this topic refer to Design Patterns and as
	// specialized cases similar to the one in this example the
	// Factory Method Pattern and Abstract Factory Pattern.

	while ( app_window.isOpen() ) {
		sf::Event event;

		while ( app_window.pollEvent( event ) ) {
			window->HandleEvent( event );

			if ( event.type == sf::Event::Closed ) {
				app_window.close();
			}
		}

		// Update the GUI, note that you shouldn't normally
		// pass 0 seconds to the update method.
		window->Update( 0.f );

		// Clear screen
		app_window.clear();

		// Draw the GUI
		m_sfgui.Display( app_window );

		// Update the window
		app_window.display();
	}

	// If you have any global or static widgets,
	// you need to reset their pointers before your
	// application exits.
	window.reset();
}
开发者ID:tobiasthanos,项目名称:SFML-testing,代码行数:79,代码来源:Signals.cpp

示例6: Run

void SampleApp::Run() {
	sf::Event event;

	//m_window.SetFramerateLimit( 60 );
	//m_window.EnableVerticalSync( true );

	// Tune Renderer
	sfg::Renderer::Get().TuneDepthTest( sfg::Renderer::ALTERNATE_DEPTH );
	sfg::Renderer::Get().TuneAlphaThreshold( .2f );
	sfg::Renderer::Get().TunePrecomputeBlending( true );
	sfg::Renderer::Get().TuneCull( true );

	// Create widgets.
	m_wndmain = sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE );
	m_wndmain->SetTitle( L"Example application" );

	sfg::Button::Ptr btnaddbuttonh( sfg::Button::Create( L"Add button horizontally" ) );
	sfg::Button::Ptr btnaddbuttonv( sfg::Button::Create( L"Add button vertically" ) );
	m_titlebar_toggle = sfg::ToggleButton::Create( "Toggle titlebar" );
	m_titlebar_toggle->SetActive( true );

	{
		sf::Image add_image;
		if( add_image.loadFromFile( "data/add.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( add_image ) );
			btnaddbuttonh->SetImage( image );

			image = sfg::Image::Create( add_image );
			btnaddbuttonv->SetImage( image );
		}
	}

	sfg::Button::Ptr btnhidewindow( sfg::Button::Create( L"Close window" ) );
	btnhidewindow->SetId( "close" );

	{
		sf::Image close_image;
		if( close_image.loadFromFile( "data/delete.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( close_image ) );
			btnhidewindow->SetImage( image );
		}
	}

	sfg::Button::Ptr btntogglespace( sfg::Button::Create( L"Box Spacing") );
	sfg::Button::Ptr btnloadstyle( sfg::Button::Create( L"Load theme") );

	m_entry = sfg::Entry::Create( L"Type" );
	m_entry->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	m_entry->AppendText( L" something!" );

	m_limit_check = sfg::CheckButton::Create( L"Limit to 4 chars" );
	m_limit_check->SetId( "limit_check" );

	sfg::Entry::Ptr password( sfg::Entry::Create() );
	password->HideText( '*' );

	// Layout.
	sfg::Box::Ptr boxtoolbar( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar->SetSpacing( 5.f );
	boxtoolbar->Pack( btnaddbuttonh, false );
	boxtoolbar->Pack( btnaddbuttonv, false );
	boxtoolbar->Pack( m_titlebar_toggle, false );
	boxtoolbar->Pack( btnhidewindow, false );
	boxtoolbar->Pack( m_entry, true );
	boxtoolbar->Pack( m_limit_check, false );

	sfg::Frame::Ptr frame1( sfg::Frame::Create( L"Toolbar 1" ) );
	frame1->Add( boxtoolbar );

	sfg::Box::Ptr boxtoolbar2( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar2->SetSpacing( 5.f );
	boxtoolbar2->Pack( btntogglespace, false );
	boxtoolbar2->Pack( btnloadstyle, false );

	m_boxbuttonsh = sfg::Box::Create( sfg::Box::HORIZONTAL );
	m_boxbuttonsh->SetSpacing( 5.f );

	m_boxbuttonsv = sfg::Box::Create( sfg::Box::VERTICAL );
	m_boxbuttonsv->SetSpacing( 5.f );

	sfg::Entry::Ptr username_entry( sfg::Entry::Create() );
	username_entry->SetMaximumLength( 8 );

	m_progress = sfg::ProgressBar::Create( sfg::ProgressBar::HORIZONTAL );
	m_progress->SetRequisition( sf::Vector2f( 0.f, 20.f ) );

	m_progress_vert = sfg::ProgressBar::Create( sfg::ProgressBar::VERTICAL );
	m_progress_vert->SetRequisition( sf::Vector2f( 20.f, 0.f ) );

	sfg::Separator::Ptr separatorv( sfg::Separator::Create( sfg::Separator::VERTICAL ) );

	m_table = sfg::Table::Create();
	m_table->Attach( sfg::Label::Create( L"Please login using your username and password (span example)." ), sf::Rect<sf::Uint32>( 0, 0, 2, 1 ), sfg::Table::FILL, sfg::Table::FILL | sfg::Table::EXPAND );
	m_table->Attach( sfg::Label::Create( L"Username:" ), sf::Rect<sf::Uint32>( 0, 1, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( username_entry, sf::Rect<sf::Uint32>( 1, 1, 1, 1 ), sfg::Table::EXPAND | sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( sfg::Label::Create( L"Password:" ), sf::Rect<sf::Uint32>( 0, 2, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( password, sf::Rect<sf::Uint32>( 1, 2, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( sfg::Button::Create( L"Login" ), sf::Rect<sf::Uint32>( 2, 1, 1, 2 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( separatorv, sf::Rect<sf::Uint32>( 3, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( m_progress_vert, sf::Rect<sf::Uint32>( 4, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
//.........这里部分代码省略.........
开发者ID:spacechase0,项目名称:SFGUI,代码行数:101,代码来源:Test.cpp

示例7: Run

void SampleApp::Run() {
	sf::Event event;

	//m_window.SetFramerateLimit( 60 );
	//m_window.EnableVerticalSync( true );

	// Tune Renderer
	m_sfgui.TuneUseFBO( true );
	m_sfgui.TuneAlphaThreshold( .2f );
	m_sfgui.TuneCull( true );

	// Create widgets.
	m_wndmain = sfg::Window::Create( sfg::Window::TITLEBAR | sfg::Window::BACKGROUND | sfg::Window::RESIZE );
	m_wndmain->SetTitle( L"Example application" );

	sfg::Button::Ptr btnaddbuttonh( sfg::Button::Create( L"Add button horizontally" ) );
	sfg::Button::Ptr btnaddbuttonv( sfg::Button::Create( L"Add button vertically" ) );
	m_titlebar_toggle = sfg::ToggleButton::Create( "Toggle titlebar" );
	m_titlebar_toggle->SetActive( true );

	{
		sf::Image add_image;
		if( add_image.loadFromFile( "data/add.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( add_image ) );
			btnaddbuttonh->SetImage( image );

			image = sfg::Image::Create( add_image );
			btnaddbuttonv->SetImage( image );
		}
	}

	sfg::Button::Ptr btnhidewindow( sfg::Button::Create( L"Close window" ) );
	btnhidewindow->SetId( "close" );

	{
		sf::Image close_image;
		if( close_image.loadFromFile( "data/delete.png" ) ) {
			sfg::Image::Ptr image( sfg::Image::Create( close_image ) );
			btnhidewindow->SetImage( image );
		}
	}

	sfg::Button::Ptr btntogglespace( sfg::Button::Create( L"Box Spacing") );
	sfg::Button::Ptr btnloadstyle( sfg::Button::Create( L"Load theme") );

	m_entry = sfg::Entry::Create( L"Type" );
	m_entry->SetRequisition( sf::Vector2f( 100.f, .0f ) );
	m_entry->AppendText( L" something!" );

	m_limit_check = sfg::CheckButton::Create( L"Limit to 4 chars" );
	m_limit_check->SetId( "limit_check" );

	sfg::Entry::Ptr password( sfg::Entry::Create() );
	password->HideText( '*' );

	// Layout.
	sfg::Box::Ptr boxtoolbar( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar->SetSpacing( 5.f );
	boxtoolbar->Pack( btnaddbuttonh, false );
	boxtoolbar->Pack( btnaddbuttonv, false );
	boxtoolbar->Pack( m_titlebar_toggle, false );
	boxtoolbar->Pack( btnhidewindow, false );
	boxtoolbar->Pack( m_entry, true );
	boxtoolbar->Pack( m_limit_check, false );

	sfg::Frame::Ptr frame1( sfg::Frame::Create( L"Toolbar 1" ) );
	frame1->Add( boxtoolbar );

	sfg::Box::Ptr boxtoolbar2( sfg::Box::Create( sfg::Box::HORIZONTAL ) );
	boxtoolbar2->SetSpacing( 5.f );
	boxtoolbar2->Pack( btntogglespace, false );
	boxtoolbar2->Pack( btnloadstyle, false );

	m_boxbuttonsh = sfg::Box::Create( sfg::Box::HORIZONTAL );
	m_boxbuttonsh->SetSpacing( 5.f );

	m_boxbuttonsv = sfg::Box::Create( sfg::Box::VERTICAL );
	m_boxbuttonsv->SetSpacing( 5.f );

	sfg::Entry::Ptr username_entry( sfg::Entry::Create() );
	username_entry->SetMaximumLength( 8 );

	m_progress = sfg::ProgressBar::Create( sfg::ProgressBar::HORIZONTAL );
	m_progress->SetRequisition( sf::Vector2f( 0.f, 20.f ) );

	m_progress_vert = sfg::ProgressBar::Create( sfg::ProgressBar::VERTICAL );
	m_progress_vert->SetRequisition( sf::Vector2f( 20.f, 0.f ) );

	sfg::Separator::Ptr separatorv( sfg::Separator::Create( sfg::Separator::VERTICAL ) );

	m_table = sfg::Table::Create();
	m_table->Attach( sfg::Label::Create( L"Please login using your username and password (span example)." ), sf::Rect<sf::Uint32>( 0, 0, 2, 1 ), sfg::Table::FILL, sfg::Table::FILL | sfg::Table::EXPAND );
	m_table->Attach( sfg::Label::Create( L"Username:" ), sf::Rect<sf::Uint32>( 0, 1, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( username_entry, sf::Rect<sf::Uint32>( 1, 1, 1, 1 ), sfg::Table::EXPAND | sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( sfg::Label::Create( L"Password:" ), sf::Rect<sf::Uint32>( 0, 2, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( password, sf::Rect<sf::Uint32>( 1, 2, 1, 1 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( sfg::Button::Create( L"Login" ), sf::Rect<sf::Uint32>( 2, 1, 1, 2 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( separatorv, sf::Rect<sf::Uint32>( 3, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->Attach( m_progress_vert, sf::Rect<sf::Uint32>( 4, 0, 1, 3 ), sfg::Table::FILL, sfg::Table::FILL );
	m_table->SetRowSpacings( 5.f );
//.........这里部分代码省略.........
开发者ID:TheComet93,项目名称:ponyban,代码行数:101,代码来源:Test.cpp

示例8: ButtonCheck

void ButtonsExample::ButtonCheck() {
	// When the CheckButton is active hide the window's background.
	if( m_check_button->IsActive() ) {
		m_window->SetStyle( m_window->GetStyle() & ~sfg::Window::BACKGROUND );
	}
	else {
		m_window->SetStyle( m_window->GetStyle() | sfg::Window::BACKGROUND );
	}
}
开发者ID:DrJonki,项目名称:I-want-it-back,代码行数:9,代码来源:Buttons.cpp

示例9: ButtonToggle

void ButtonsExample::ButtonToggle() {
	// When the ToggleButton is active hide the window's titlebar.
	if( m_toggle_button->IsActive() ) {
		m_window->SetStyle( m_window->GetStyle() & ~sfg::Window::TITLEBAR );
	}
	else {
		m_window->SetStyle( m_window->GetStyle() | sfg::Window::TITLEBAR );
	}
}
开发者ID:DrJonki,项目名称:I-want-it-back,代码行数:9,代码来源:Buttons.cpp

示例10: ButtonSelect

void ButtonsExample::ButtonSelect() {
	// Depending on which RadioButton is active
	// we set the window title accordingly.
	if( m_radio_button1->IsActive() ) {
		m_window->SetTitle( "First button selected" );
	}
	else if( m_radio_button2->IsActive() ) {
		m_window->SetTitle( "Second button selected" );
	}
	else if( m_radio_button3->IsActive() ) {
		m_window->SetTitle( "Third button selected" );
	}
}
开发者ID:DrJonki,项目名称:I-want-it-back,代码行数:13,代码来源:Buttons.cpp

示例11: clearPropertiesWindow

		void clearPropertiesWindow()
		{
			windowProperties->RemoveAll();
			windowPropertiesLabel.clear();
			windowPropertiesTextbox.clear();
			windowPropertiesBox.clear();
		}
开发者ID:hurricanejack,项目名称:project-game,代码行数:7,代码来源:InterfaceWorldEditor.hpp

示例12: Baz

void BazClass::Baz() {
	// This is where the object picks how it is going to behave
	// based on it's type.
	switch( m_type ) {
		case 1:
			window->SetTitle( "Baz1" );
			break;
		case 2:
			window->SetTitle( "Baz2" );
			break;
		case 3:
			window->SetTitle( "Baz3" );
			break;
		default:
			break;
	}
}
开发者ID:tobiasthanos,项目名称:SFML-testing,代码行数:17,代码来源:Signals.cpp

示例13: setProperties

		void setProperties(const vector<Property>& list)
		{
			properties = list;

			// Find a name
			for (unsigned int i = 0; i < properties.size(); i++)
			{
				if (properties.at(i).Name == "name")
				{
					windowProperties->SetTitle("Properties for '" + properties.at(i).Value + "'");
					break;
				}
			}

			refreshPropertiesWindow();

		}
开发者ID:hurricanejack,项目名称:project-game,代码行数:17,代码来源:InterfaceWorldEditor.hpp

示例14: OnToggleTitlebarClick

void SampleApp::OnToggleTitlebarClick() {
	m_wndmain->SetStyle( m_wndmain->GetStyle() ^ sfg::Window::TITLEBAR );
}
开发者ID:spacechase0,项目名称:SFGUI,代码行数:3,代码来源:Test.cpp

示例15: Bar

// The definition of the second possibility
void Application::Bar() {
	window->SetTitle( "Bar" );
}
开发者ID:tobiasthanos,项目名称:SFML-testing,代码行数:4,代码来源:Signals.cpp


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