本文整理汇总了C++中sfg::window::Ptr::Update方法的典型用法代码示例。如果您正苦于以下问题:C++ Ptr::Update方法的具体用法?C++ Ptr::Update怎么用?C++ Ptr::Update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sfg::window::Ptr
的用法示例。
在下文中一共展示了Ptr::Update方法的2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 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();
}
示例2: 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.........