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C++ ViewGroup类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ViewGroup的典型用法代码示例。如果您正苦于以下问题:C++ ViewGroup类的具体用法?C++ ViewGroup怎么用?C++ ViewGroup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ViewGroup类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetI18NCategory

void ReportScreen::CreateViews() {
	I18NCategory *rp = GetI18NCategory("Reporting");
	I18NCategory *di = GetI18NCategory("Dialog");
	Margins actionMenuMargins(0, 100, 15, 0);
	ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(WRAP_CONTENT, FILL_PARENT, 0.4f));
	LinearLayout *leftColumnItems = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(WRAP_CONTENT, FILL_PARENT));
	ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);

	leftColumnItems->Add(new InfoItem(rp->T("FeedbackDesc", "How's the emulation?  Let us and the community know!"), ""));

	// TODO: screenshot
	leftColumnItems->Add(new CompatRatingChoice("Overall", &overall_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
	leftColumnItems->Add(new RatingChoice("Graphics", &graphics_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
	leftColumnItems->Add(new RatingChoice("Speed", &speed_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);
	leftColumnItems->Add(new RatingChoice("Gameplay", &gameplay_))->OnChoice.Handle(this, &ReportScreen::HandleChoice);

	rightColumnItems->SetSpacing(0.0f);
	rightColumnItems->Add(new Choice(rp->T("Open Browser")))->OnClick.Handle(this, &ReportScreen::HandleBrowser);
	submit_ = new Choice(rp->T("Submit Feedback"));
	rightColumnItems->Add(submit_)->OnClick.Handle(this, &ReportScreen::HandleSubmit);
	submit_->SetEnabled(overall_ >= 0 && graphics_ >= 0 && speed_ >= 0 && gameplay_ >= 0);

	rightColumnItems->Add(new Spacer(25.0));
	rightColumnItems->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	root_ = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT, 1.0f));
	root_->Add(leftColumn);
	root_->Add(rightColumn);

	leftColumn->Add(leftColumnItems);
	rightColumn->Add(rightColumnItems);
}
开发者ID:AdmiralCurtiss,项目名称:ppsspp,代码行数:33,代码来源:ReportScreen.cpp


示例2: AnchorLayout

void ImportExportFilesScreen::CreateViews() {
    using namespace UI;
    root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

    ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
    root_->Add(leftColumn);

    AddStopServerBack(root_);

    TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 225, new AnchorLayoutParams(10, 0, 10, 0, false));

    root_->Add(tabHolder);
    ViewGroup *deviceSpecsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
    LinearLayout *deviceSpecs = new LinearLayout(ORIENT_VERTICAL);
    deviceSpecs->SetSpacing(0);
    deviceSpecsScroll->Add(deviceSpecs);
    tabHolder->AddTab("Information", deviceSpecsScroll);

    deviceSpecs->Add(new ItemHeader("Web Server"));

    char const* websiteUrl = WebServiceControl(true);
    if(websiteUrl == NULL) {
        deviceSpecs->Add(new InfoItem("Website", "N/A"));
        deviceSpecs->Add(new InfoItem("Your device needs to be connected to a WiFi network", ""));
        deviceSpecs->Add(new InfoItem("to continue! Go back and reopen to try again.", ""));
    } else {
        deviceSpecs->Add(new InfoItem("Website", websiteUrl));
        deviceSpecs->Add(new InfoItem("Visit the URL above on your computer to easily", ""));
        deviceSpecs->Add(new InfoItem("transfer ROMs and game saves.", ""));
    }

}
开发者ID:dantheman213,项目名称:ppsspp,代码行数:32,代码来源:DevScreens.cpp


示例3: WaitView

WaitActivity::WaitActivity(SDLScreen & screen):Activity(screen)
{
	waitView = new WaitView("waitting","gameover","winner","alert");
	waitView->setStateWait();
	ViewGroup* viewGroup = new ViewGroup(0, 0, screen.getWidth(), screen.getHeight());
	viewGroup->add(waitView);
	this->setContentView(viewGroup);
}
开发者ID:arielik,项目名称:7542worms,代码行数:8,代码来源:WaitActivity.cpp


示例4: getFileInfo

void InstallZipScreen::CreateViews() {
	using namespace UI;

	FileInfo fileInfo;
	bool success = getFileInfo(zipPath_.c_str(), &fileInfo);

	I18NCategory *di = GetI18NCategory("Dialog");
	I18NCategory *iz = GetI18NCategory("InstallZip");

	Margins actionMenuMargins(0, 100, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	leftColumn->Add(new TextView(iz->T("Install game from ZIP file?"), ALIGN_LEFT, false, new AnchorLayoutParams(10, 10, NONE, NONE)));
	leftColumn->Add(new TextView(zipPath_, ALIGN_LEFT, false, new AnchorLayoutParams(10, 60, NONE, NONE)));

	doneView_ = leftColumn->Add(new TextView("", new AnchorLayoutParams(10, 120, NONE, NONE)));
	progressBar_ = leftColumn->Add(new ProgressBar(new AnchorLayoutParams(10, 200, 200, NONE)));

	ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumnItems);

	installChoice_ = rightColumnItems->Add(new Choice(iz->T("Install")));
	installChoice_->OnClick.Handle(this, &InstallZipScreen::OnInstall);
	backChoice_ = rightColumnItems->Add(new Choice(di->T("Back")));
	backChoice_->OnClick.Handle<UIScreen>(this, &UIScreen::OnOK);  // OK so that EmuScreen will handle it right

	rightColumnItems->Add(new CheckBox(&deleteZipFile_, iz->T("Delete ZIP file")));
}
开发者ID:18859966862,项目名称:ppsspp,代码行数:32,代码来源:InstallZipScreen.cpp


示例5: Clear

void SavedataBrowser::Refresh() {
	using namespace UI;

	// Kill all the contents
	Clear();

	Add(new Spacer(1.0f));
	I18NCategory *mm = GetI18NCategory("MainMenu");
	I18NCategory *sa = GetI18NCategory("Savedata");

	UI::LinearLayout *gl = new UI::LinearLayout(UI::ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
	gl->SetSpacing(4.0f);
	gameList_ = gl;
	Add(gameList_);

	// Find games in the current directory and create new ones.
	std::vector<SavedataButton *> savedataButtons;

	std::vector<FileInfo> fileInfo;

	getFilesInDir(path_.c_str(), &fileInfo, "ppst:");

	for (size_t i = 0; i < fileInfo.size(); i++) {
		bool isState = !fileInfo[i].isDirectory;
		bool isSaveData = false;
		
		if (!isState && File::Exists(path_ + fileInfo[i].name + "/PARAM.SFO"))
			isSaveData = true;

		if (isSaveData) {
			savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
		} else if (isState) {
			savedataButtons.push_back(new SavedataButton(fileInfo[i].fullName, new UI::LinearLayoutParams(UI::FILL_PARENT, UI::WRAP_CONTENT)));
		}
	}

	for (size_t i = 0; i < savedataButtons.size(); i++) {
		SavedataButton *b = gameList_->Add(savedataButtons[i]);
		b->OnClick.Handle(this, &SavedataBrowser::SavedataButtonClick);
	}

	if (savedataButtons.empty()) {
		ViewGroup *group = new LinearLayout(ORIENT_VERTICAL, new UI::LinearLayoutParams(UI::Margins(12, 0)));
		group->Add(new TextView(sa->T("None yet.  Things will appear here after you save.")));
		gameList_->Add(group);
	}
}
开发者ID:metalex10,项目名称:ppsspp,代码行数:47,代码来源:SavedataScreen.cpp


示例6: IsOnTop

/**
 * Returns true if view would be drawn on top of comparedWith or false otherwise.
 * view and comparedWith are siblings with the same parent. This uses the logic
 * that dispatchDraw uses to determine which View should be drawn first.
 */
Boolean GhostView::IsOnTop(
    /* [in] */ IView* view,
    /* [in] */ IView* comparedWith)
{
    AutoPtr<IViewParent> temp;
    view->GetParent((IViewParent**)&temp);
    IViewGroup* parent = IViewGroup::Probe(temp);
    ViewGroup* parentVG = (ViewGroup*)parent;

    Int32 childrenCount;
    parent->GetChildCount(&childrenCount);
    AutoPtr<IList> list = parentVG->BuildOrderedChildList();
    IArrayList* preorderedList = IArrayList::Probe(list);

    Boolean customOrder = preorderedList == NULL
        && parentVG->IsChildrenDrawingOrderEnabled();

    // This default value shouldn't be used because both view and comparedWith
    // should be in the list. If there is an error, then just return an arbitrary
    // view is on top.
    Boolean isOnTop = TRUE;
    for (Int32 i = 0; i < childrenCount; i++) {
        Int32 childIndex = customOrder ? parentVG->GetChildDrawingOrder(childrenCount, i) : i;
        AutoPtr<IView> child;
        if (NULL == preorderedList) {
            parent->GetChildAt(childIndex, (IView**)&child);
        } else {
            AutoPtr<IInterface> it;
            preorderedList->Get(childIndex, (IInterface**)&it);
            child = IView::Probe(it);
        }
        if (view == child) {
            isOnTop = FALSE;
            break;
        } else if (comparedWith == child) {
            isOnTop = TRUE;
            break;
        }
    }

    if (NULL != preorderedList) {
        preorderedList->Clear();
    }
    return isOnTop;
}
开发者ID:maerson,项目名称:CPP_Framework_Elastos5,代码行数:50,代码来源:GhostView.cpp


示例7: GetI18NCategory

void AddressPromptScreen::CreatePopupContents(UI::ViewGroup *parent) {
    using namespace UI;

    I18NCategory *dev = GetI18NCategory("Developer");

    addrView_ = new TextView(dev->T("Enter address"), ALIGN_HCENTER, false);
    parent->Add(addrView_);

    ViewGroup *grid = new GridLayout(GridLayoutSettings(60, 40));
    parent->Add(grid);

    for (int i = 0; i < 16; ++i) {
        char temp[16];
        snprintf(temp, 16, " %X ", i);
        buttons_[i] = new Button(temp);
        grid->Add(buttons_[i])->OnClick.Handle(this, &AddressPromptScreen::OnDigitButton);
    }

    parent->Add(new Button(dev->T("Backspace")))->OnClick.Handle(this, &AddressPromptScreen::OnBackspace);
}
开发者ID:dantheman213,项目名称:ppsspp,代码行数:20,代码来源:DevScreens.cpp


示例8: actionMenuMargins

void PromptScreen::CreateViews() {
	// Information in the top left.
	// Back button to the bottom left.
	// Scrolling action menu to the right.
	using namespace UI;

	Margins actionMenuMargins(0, 100, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	leftColumn->Add(new TextView(message_, ALIGN_LEFT, false, new AnchorLayoutParams(10, 10, NONE, NONE)));

	ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumnItems);
	rightColumnItems->Add(new Choice(yesButtonText_))->OnClick.Handle(this, &PromptScreen::OnYes);
	if (noButtonText_ != "")
		rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo);
}
开发者ID:artart78,项目名称:ppsspp,代码行数:21,代码来源:MiscScreens.cpp


示例9: actionMenuMargins

void PromptScreen::CreateViews() {
	// Information in the top left.
	// Back button to the bottom left.
	// Scrolling action menu to the right.
	using namespace UI;

	Margins actionMenuMargins(0, 100, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	float leftColumnWidth = dp_xres - actionMenuMargins.left - actionMenuMargins.right - 300.0f;
	leftColumn->Add(new TextView(message_, ALIGN_LEFT | FLAG_WRAP_TEXT, false, new AnchorLayoutParams(leftColumnWidth, WRAP_CONTENT, 10, 10, NONE, NONE)))->SetClip(false);

	ViewGroup *rightColumnItems = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumnItems);
	Choice *yesButton = rightColumnItems->Add(new Choice(yesButtonText_));
	yesButton->OnClick.Handle(this, &PromptScreen::OnYes);
	root_->SetDefaultFocusView(yesButton);
	if (noButtonText_ != "")
		rightColumnItems->Add(new Choice(noButtonText_))->OnClick.Handle(this, &PromptScreen::OnNo);
}
开发者ID:ChrisJong,项目名称:ppsspp,代码行数:24,代码来源:MiscScreens.cpp


示例10: AnchorLayout

void PopupScreen::CreateViews() {
	using namespace UI;

	root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *box = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(30, 30, 30, 30));
	root_->Add(box);
	box->SetBG(UI::Drawable(0xFF303030));
	box->SetHasDropShadow(true);

	View *title = new ItemHeader(title_);
	box->Add(title);

	CreatePopupContents(box);

	// And the two buttons at the bottom.
	ViewGroup *buttonRow = new LinearLayout(ORIENT_HORIZONTAL);
	buttonRow->Add(new Button("OK", new LinearLayoutParams(1.0f)))->OnClick.Handle(this, &PopupScreen::OnOK);
	buttonRow->Add(new Button("Cancel", new LinearLayoutParams(1.0f)))->OnClick.Handle(this, &PopupScreen::OnCancel);
	box->Add(buttonRow);
}
开发者ID:kryan-supan,项目名称:native,代码行数:20,代码来源:ui_screen.cpp


示例11: GetI18NCategory

void PluginScreen::CreateViews() {
	I18NCategory *p = GetI18NCategory("Plugin");
	// Build the UI.

	using namespace UI;

	root_ = new LinearLayout(ORIENT_VERTICAL);

	Margins textMargins(20,17);
	Margins buttonMargins(10,10);

	root_->Add(new TextView(UBUNTU24, p->T("Atrac3+ Audio Support"), ALIGN_HCENTER, 1.5f, new LinearLayoutParams(textMargins)));

	ViewGroup *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0));
	LinearLayout *scrollContents = new LinearLayout(ORIENT_VERTICAL);
	root_->Add(scroll);
	scroll->Add(scrollContents);

	tvDescription_ = scrollContents->Add(new TextView(0, "Looking for download...", ALIGN_LEFT, 1.0f, new LinearLayoutParams(textMargins)));

	const char *legalityNotice =
		p->T("Origins are dubious", "* Mai's Atrac3+ decoder is currently required\n"
		"for background audio and voice in many games.\n"
		"Please note that the origins of this code are dubious.\n"
		"Choose More Information for more information.");

	scrollContents->Add(new TextView(0, legalityNotice, ALIGN_LEFT, 0.65f, new LinearLayoutParams(textMargins) ));

	progress_ = root_->Add(new ProgressBar());
	progress_->SetVisibility(V_GONE);

	ViewGroup *buttonBar = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(buttonMargins));
	root_->Add(buttonBar);

	buttonBack_ = new Button(p->T("Back"), new LinearLayoutParams(1.0));
	buttonBar->Add(buttonBack_)->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
	buttonDownload_ = new Button(p->T("Download and install"), new LinearLayoutParams(1.0));
	buttonDownload_->SetEnabled(false);
	buttonBar->Add(buttonDownload_)->OnClick.Handle(this, &PluginScreen::OnDownload);
	buttonBar->Add(new Button(p->T("More Information"), new LinearLayoutParams(1.0)))->OnClick.Handle(this, &PluginScreen::OnInformation);
}
开发者ID:hemingke,项目名称:ppsspp,代码行数:41,代码来源:PluginScreen.cpp


示例12: scrollMargins

void GamePauseScreen::CreateViews() {
	static const int NUM_SAVESLOTS = 5;

	using namespace UI;
	Margins scrollMargins(0, 20, 0, 0);
	Margins actionMenuMargins(0, 20, 15, 0);
	I18NCategory *gr = GetI18NCategory("Graphics");
	I18NCategory *pa = GetI18NCategory("Pause");

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(1.0, scrollMargins));
	root_->Add(leftColumn);

	LinearLayout *leftColumnItems = new LinearLayout(ORIENT_VERTICAL, new LayoutParams(FILL_PARENT, WRAP_CONTENT));
	leftColumn->Add(leftColumnItems);

	leftColumnItems->Add(new Spacer(0.0));
	leftColumnItems->SetSpacing(10.0);
	for (int i = 0; i < NUM_SAVESLOTS; i++) {
		SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(gamePath_, i, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
		slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
		slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
		slot->OnScreenshotClicked.Handle(this, &GamePauseScreen::OnScreenshotClicked);
	}
	leftColumnItems->Add(new Spacer(0.0));

	if (g_Config.iRewindFlipFrequency > 0) {
		UI::Choice *rewindButton = leftColumnItems->Add(new Choice(pa->T("Rewind")));
		rewindButton->SetEnabled(SaveState::CanRewind());
		rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind);
	}

	ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumn);

	LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
	rightColumn->Add(rightColumnItems);

	rightColumnItems->SetSpacing(0.0f);
	if (getUMDReplacePermit()) {
		rightColumnItems->Add(new Choice(pa->T("Switch UMD")))->OnClick.Handle(this, &GamePauseScreen::OnSwitchUMD);
	}
	Choice *continueChoice = rightColumnItems->Add(new Choice(pa->T("Continue")));
	root_->SetDefaultFocusView(continueChoice);
	continueChoice->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	std::string gameId = g_paramSFO.GetDiscID();
	if (g_Config.hasGameConfig(gameId)) {
		rightColumnItems->Add(new Choice(pa->T("Game Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
		rightColumnItems->Add(new Choice(pa->T("Delete Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnDeleteConfig);
	} else {
		rightColumnItems->Add(new Choice(pa->T("Settings")))->OnClick.Handle(this, &GamePauseScreen::OnGameSettings);
		rightColumnItems->Add(new Choice(pa->T("Create Game Config")))->OnClick.Handle(this, &GamePauseScreen::OnCreateConfig);
	}
	if (g_Config.bEnableCheats) {
		rightColumnItems->Add(new Choice(pa->T("Cheats")))->OnClick.Handle(this, &GamePauseScreen::OnCwCheat);
	}

	// TODO, also might be nice to show overall compat rating here?
	// Based on their platform or even cpu/gpu/config.  Would add an API for it.
	if (Reporting::IsSupported() && gameId.size() && gameId != "_") {
		I18NCategory *rp = GetI18NCategory("Reporting");
		rightColumnItems->Add(new Choice(rp->T("ReportButton", "Report Feedback")))->OnClick.Handle(this, &GamePauseScreen::OnReportFeedback);
	}
	rightColumnItems->Add(new Spacer(25.0));
	rightColumnItems->Add(new Choice(pa->T("Exit to menu")))->OnClick.Handle(this, &GamePauseScreen::OnExitToMenu);
}
开发者ID:Orphis,项目名称:ppsspp,代码行数:68,代码来源:PauseScreen.cpp


示例13: GetI18NCategory

void SystemInfoScreen::CreateViews() {
	// NOTE: Do not translate this section. It will change a lot and will be impossible to keep up.
	I18NCategory *d = GetI18NCategory("Dialog");

	using namespace UI;
	root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	root_->Add(new Choice(d->T("Back"), "", false, new AnchorLayoutParams(225, 64, 10, NONE, NONE, 10)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 225, new AnchorLayoutParams(10, 0, 10, 0, false));

	root_->Add(tabHolder);
	ViewGroup *deviceSpecsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *deviceSpecs = new LinearLayout(ORIENT_VERTICAL);
	deviceSpecs->SetSpacing(0);
	deviceSpecsScroll->Add(deviceSpecs);
	tabHolder->AddTab("Device Info", deviceSpecsScroll);

	deviceSpecs->Add(new ItemHeader("System Information"));
	deviceSpecs->Add(new InfoItem("Name", System_GetProperty(SYSPROP_NAME)));
	deviceSpecs->Add(new InfoItem("Lang/Region", System_GetProperty(SYSPROP_LANGREGION)));
	deviceSpecs->Add(new InfoItem("ABI", GetCompilerABI()));
	deviceSpecs->Add(new ItemHeader("CPU Information"));
	deviceSpecs->Add(new InfoItem("Name", cpu_info.brand_string));
#ifdef ARM
	deviceSpecs->Add(new InfoItem("Cores", StringFromInt(cpu_info.num_cores)));
#else
	int totalThreads = cpu_info.num_cores * cpu_info.logical_cpu_count;
	std::string cores = StringFromFormat("%d (%d per core, %d cores)", totalThreads, cpu_info.logical_cpu_count, cpu_info.num_cores);
	deviceSpecs->Add(new InfoItem("Threads", cores));
#endif
	deviceSpecs->Add(new ItemHeader("GPU Information"));

	Thin3DContext *thin3d = screenManager()->getThin3DContext();

	deviceSpecs->Add(new InfoItem("3D API", thin3d->GetInfoString(T3DInfo::APINAME)));
	deviceSpecs->Add(new InfoItem("Vendor", thin3d->GetInfoString(T3DInfo::VENDOR)));
	deviceSpecs->Add(new InfoItem("Model", thin3d->GetInfoString(T3DInfo::RENDERER)));
#ifdef _WIN32
	deviceSpecs->Add(new InfoItem("Driver Version", System_GetProperty(SYSPROP_GPUDRIVER_VERSION)));
	if (g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D9) {
		deviceSpecs->Add(new InfoItem("D3DX Version", StringFromFormat("%d", GetD3DXVersion())));
	}
#endif

#ifdef ANDROID
	deviceSpecs->Add(new ItemHeader("Audio Information"));
	deviceSpecs->Add(new InfoItem("Sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_FRAMES_PER_BUFFER))));
	deviceSpecs->Add(new InfoItem("Optimal sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Optimal frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_FRAMES_PER_BUFFER))));

	deviceSpecs->Add(new ItemHeader("Display Information"));
	deviceSpecs->Add(new InfoItem("Native Resolution", StringFromFormat("%dx%d",
		System_GetPropertyInt(SYSPROP_DISPLAY_XRES),
		System_GetPropertyInt(SYSPROP_DISPLAY_YRES))));
	deviceSpecs->Add(new InfoItem("Refresh rate", StringFromFormat("%0.3f Hz", (float)System_GetPropertyInt(SYSPROP_DISPLAY_REFRESH_RATE) / 1000.0f)));
#endif


	deviceSpecs->Add(new ItemHeader("Version Information"));
	std::string apiVersion = thin3d->GetInfoString(T3DInfo::APIVERSION);
	apiVersion.resize(30);
	deviceSpecs->Add(new InfoItem("API Version", apiVersion));
	deviceSpecs->Add(new InfoItem("Shading Language", thin3d->GetInfoString(T3DInfo::SHADELANGVERSION)));

#ifdef ANDROID
	std::string moga = System_GetProperty(SYSPROP_MOGA_VERSION);
	if (moga.empty()) {
		moga = "(none detected)";
	}
	deviceSpecs->Add(new InfoItem("Moga", moga));
#endif

#ifdef ANDROID
	char temp[256];
	sprintf(temp, "%dx%d", System_GetPropertyInt(SYSPROP_DISPLAY_XRES), System_GetPropertyInt(SYSPROP_DISPLAY_YRES));
	deviceSpecs->Add(new InfoItem("Display resolution", temp));
#endif

	if (gl_extensions.precision[0] != 0) {
		const char *stypes[2] = { "Vertex", "Fragment" };
		const char *ptypes[6] = { "LowF", "MediumF", "HighF", "LowI", "MediumI", "HighI" };

		for (int st = 0; st < 2; st++) {
			char bufValue[256], bufTitle[256];
			for (int p = 0; p < 6; p++) {
				snprintf(bufTitle, sizeof(bufTitle), "Precision %s %s:", stypes[st], ptypes[p]);
				snprintf(bufValue, sizeof(bufValue), "(%i, %i): %i", gl_extensions.range[st][p][0], gl_extensions.range[st][p][1], gl_extensions.precision[st][p]);
				deviceSpecs->Add(new InfoItem(bufTitle, bufValue, new LayoutParams(FILL_PARENT, 30)));
			}
		}
	}

	ViewGroup *cpuExtensionsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	LinearLayout *cpuExtensions = new LinearLayout(ORIENT_VERTICAL);
	cpuExtensions->SetSpacing(0);
//.........这里部分代码省略.........
开发者ID:BBCbbb,项目名称:ppsspp,代码行数:101,代码来源:DevScreens.cpp


示例14: GetI18NCategory

void GameSettingsScreen::CreateViews() {
	GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);

	// Information in the top left.
	// Back button to the bottom left.
	// Scrolling action menu to the right.
	using namespace UI;

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");

	Margins actionMenuMargins(0, 0, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new LinearLayout(ORIENT_VERTICAL, new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	leftColumn->Add(new Spacer(new LinearLayoutParams(1.0)));
	leftColumn->Add(new Choice("Back"))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new LinearLayoutParams(600, FILL_PARENT, actionMenuMargins));
	root_->Add(tabHolder);

	// TODO: These currently point to global settings, not game specific ones.

	ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab("Graphics", graphicsSettingsScroll);
	graphicsSettings->Add(new CheckBox(&g_Config.bNearestFiltering, gs->T("Force Nearest Filtering")));
	graphicsSettings->Add(new CheckBox(&g_Config.bLinearFiltering, gs->T("Force Linear Filtering")));
	graphicsSettings->Add(new CheckBox(&g_Config.bStretchToDisplay, gs->T("Stretch to Display")));
	graphicsSettings->Add(new CheckBox(&g_Config.bBufferedRendering, gs->T("Buffered Rendering")));
	graphicsSettings->Add(new CheckBox(&g_Config.bDisplayFramebuffer, gs->T("Display Raw Framebuffer")));
	graphicsSettings->Add(new CheckBox(&g_Config.bMipMap, gs->T("Mipmapping")));
	graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
	graphicsSettings->Add(new CheckBox(&g_Config.bUseVBO, gs->T("Stream VBO")));
	graphicsSettings->Add(new CheckBox(&g_Config.SSAntiAliasing, gs->T("Anti Aliasing")));
	// graphicsSettings->Add(new CheckBox(&g_Config.iShowFPSCounter, gs->T("Show FPS")));
	
	ViewGroup *audioSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *audioSettings = new LinearLayout(ORIENT_VERTICAL);
	audioSettingsScroll->Add(audioSettings);
	tabHolder->AddTab("Audio", audioSettingsScroll);
	audioSettings->Add(new CheckBox(&g_Config.bEnableSound, a->T("Enable Sound")));
	audioSettings->Add(new CheckBox(&g_Config.bEnableAtrac3plus, a->T("Enable Atrac3+")));
	audioSettings->Add(new Choice(a->T("Download Atrac3+ plugin")))->OnClick.Handle(this, &GameSettingsScreen::OnDownloadPlugin);
	
	ViewGroup *controlsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *controlsSettings = new LinearLayout(ORIENT_VERTICAL);
	controlsSettingsScroll->Add(controlsSettings);
	tabHolder->AddTab("Controls", controlsSettingsScroll);
	controlsSettings->Add(new CheckBox(&g_Config.bShowTouchControls, c->T("OnScreen", "On-Screen Touch Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bLargeControls, c->T("Large Controls")));
	controlsSettings->Add(new CheckBox(&g_Config.bShowAnalogStick, c->T("Show Analog Stick")));
	controlsSettings->Add(new CheckBox(&g_Config.bAccelerometerToAnalogHoriz, c->T("Tilt", "Tilt to Analog (horizontal)")));

	ViewGroup *systemSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *systemSettings = new LinearLayout(ORIENT_VERTICAL);
	systemSettingsScroll->Add(systemSettings);
	tabHolder->AddTab("System", systemSettingsScroll);
	systemSettings->Add(new CheckBox(&g_Config.bJit, s->T("Dynarec", "Dynarec (JIT)")));
	systemSettings->Add(new CheckBox(&g_Config.bFastMemory, s->T("Fast Memory", "Fast Memory (unstable)")));
}
开发者ID:Heiji,项目名称:ppsspp,代码行数:68,代码来源:GameSettingsScreen.cpp


示例15: GetI18NCategory

void SystemInfoScreen::CreateViews() {
	using namespace Draw;
	using namespace UI;

	// NOTE: Do not translate this section. It will change a lot and will be impossible to keep up.
	I18NCategory *di = GetI18NCategory("Dialog");
	root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	AddStandardBack(root_);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 225, new AnchorLayoutParams(10, 0, 10, 0, false));
	tabHolder->SetTag("DevSystemInfo");

	root_->Add(tabHolder);
	ViewGroup *deviceSpecsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	deviceSpecsScroll->SetTag("DevSystemInfoDeviceSpecs");
	LinearLayout *deviceSpecs = new LinearLayout(ORIENT_VERTICAL);
	deviceSpecs->SetSpacing(0);
	deviceSpecsScroll->Add(deviceSpecs);
	tabHolder->AddTab("Device Info", deviceSpecsScroll);

	deviceSpecs->Add(new ItemHeader("System Information"));
	deviceSpecs->Add(new InfoItem("Name", System_GetProperty(SYSPROP_NAME)));
	deviceSpecs->Add(new InfoItem("Lang/Region", System_GetProperty(SYSPROP_LANGREGION)));
	deviceSpecs->Add(new InfoItem("ABI", GetCompilerABI()));
	deviceSpecs->Add(new ItemHeader("CPU Information"));
	deviceSpecs->Add(new InfoItem("Name", cpu_info.brand_string));
#if defined(ARM) || defined(ARM64) || defined(MIPS)
	deviceSpecs->Add(new InfoItem("Cores", StringFromInt(cpu_info.num_cores)));
#else
	int totalThreads = cpu_info.num_cores * cpu_info.logical_cpu_count;
	std::string cores = StringFromFormat("%d (%d per core, %d cores)", totalThreads, cpu_info.logical_cpu_count, cpu_info.num_cores);
	deviceSpecs->Add(new InfoItem("Threads", cores));
#endif
	deviceSpecs->Add(new ItemHeader("GPU Information"));

	DrawContext *draw = screenManager()->getDrawContext();

	deviceSpecs->Add(new InfoItem("3D API", std::string(draw->GetInfoString(InfoField::APINAME))));
	deviceSpecs->Add(new InfoItem("Vendor", std::string(draw->GetInfoString(InfoField::VENDORSTRING))));
	std::string vendor = draw->GetInfoString(InfoField::VENDOR);
	if (vendor.size())
		deviceSpecs->Add(new InfoItem("Vendor (detected)", vendor));
	deviceSpecs->Add(new InfoItem("Driver", draw->GetInfoString(InfoField::DRIVER)));
#ifdef _WIN32
	deviceSpecs->Add(new InfoItem("Driver Version", System_GetProperty(SYSPROP_GPUDRIVER_VERSION)));
#if !PPSSPP_PLATFORM(UWP)
	if (GetGPUBackend() == GPUBackend::DIRECT3D9) {
		deviceSpecs->Add(new InfoItem("D3DX Version", StringFromFormat("%d", GetD3DXVersion())));
	}
#endif
#endif
	deviceSpecs->Add(new ItemHeader("OS Information"));
	deviceSpecs->Add(new InfoItem("Memory Page Size", StringFromFormat("%d bytes", GetMemoryProtectPageSize())));
	deviceSpecs->Add(new InfoItem("RW/RX exclusive: ", PlatformIsWXExclusive() ? "Yes" : "No"));

	const char *build = "Release";
#ifdef _DEBUG
	build = "Debug";
#endif
	deviceSpecs->Add(new InfoItem("PPSSPP build: ", build));

#ifdef __ANDROID__
	deviceSpecs->Add(new ItemHeader("Audio Information"));
	deviceSpecs->Add(new InfoItem("Sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_FRAMES_PER_BUFFER))));
	deviceSpecs->Add(new InfoItem("Optimal sample rate", StringFromFormat("%d Hz", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_SAMPLE_RATE))));
	deviceSpecs->Add(new InfoItem("Optimal frames per buffer", StringFromFormat("%d", System_GetPropertyInt(SYSPROP_AUDIO_OPTIMAL_FRAMES_PER_BUFFER))));

	deviceSpecs->Add(new ItemHeader("Display Information"));
	deviceSpecs->Add(new InfoItem("Native Resolution", StringFromFormat("%dx%d",
		System_GetPropertyInt(SYSPROP_DISPLAY_XRES),
		System_GetPropertyInt(SYSPROP_DISPLAY_YRES))));
	deviceSpecs->Add(new InfoItem("Refresh rate", StringFromFormat("%0.3f Hz", (float)System_GetPropertyInt(SYSPROP_DISPLAY_REFRESH_RATE) / 1000.0f)));
#endif


	deviceSpecs->Add(new ItemHeader("Version Information"));
	std::string apiVersion;
	if (GetGPUBackend() == GPUBackend::OPENGL) {
		if (gl_extensions.IsGLES) {
			apiVersion = StringFromFormat("v%d.%d.%d ES", gl_extensions.ver[0], gl_extensions.ver[1], gl_extensions.ver[2]);
		} else {
			apiVersion = StringFromFormat("v%d.%d.%d", gl_extensions.ver[0], gl_extensions.ver[1], gl_extensions.ver[2]);
		}
	} else {
		apiVersion = draw->GetInfoString(InfoField::APIVERSION);
		if (apiVersion.size() > 30)
			apiVersion.resize(30);
	}
	deviceSpecs->Add(new InfoItem("API Version", apiVersion));
	deviceSpecs->Add(new InfoItem("Shading Language", draw->GetInfoString(InfoField::SHADELANGVERSION)));

#ifdef __ANDROID__
	std::string moga = System_GetProperty(SYSPROP_MOGA_VERSION);
	if (moga.empty()) {
		moga = "(none detected)";
//.........这里部分代码省略.........
开发者ID:metalex10,项目名称:ppsspp,代码行数:101,代码来源:DevScreens.cpp


示例16: update

void GameScreen::CreateViews() {
	std::shared_ptr<GameInfo> info = g_gameInfoCache->GetInfo(NULL, gamePath_, GAMEINFO_WANTBG | GAMEINFO_WANTSIZE);

	if (info && !info->id.empty())
		saveDirs = info->GetSaveDataDirectories(); // Get's very heavy, let's not do it in update()

	I18NCategory *di = GetI18NCategory("Dialog");
	I18NCategory *ga = GetI18NCategory("Game");
	I18NCategory *pa = GetI18NCategory("Pause");

	// Information in the top left.
	// Back button to the bottom left.
	// Scrolling action menu to the right.
	using namespace UI;

	Margins actionMenuMargins(0, 100, 15, 0);

	root_ = new LinearLayout(ORIENT_HORIZONTAL);

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	leftColumn->Add(new Choice(di->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameScreen::OnSwitchBack);
	if (info) {
		texvGameIcon_ = leftColumn->Add(new TextureView(0, IS_DEFAULT, new AnchorLayoutParams(144 * 2, 80 * 2, 10, 10, NONE, NONE)));

		LinearLayout *infoLayout = new LinearLayout(ORIENT_VERTICAL, new AnchorLayoutParams(10, 200, NONE, NONE));
		leftColumn->Add(infoLayout);

		tvTitle_ = infoLayout->Add(new TextView(info->GetTitle(), ALIGN_LEFT | FLAG_WRAP_TEXT, false, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvTitle_->SetShadow(true);
		infoLayout->Add(new Spacer(12));
		// This one doesn't need to be updated.
		infoLayout->Add(new TextView(gamePath_, ALIGN_LEFT | FLAG_WRAP_TEXT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)))->SetShadow(true);
		tvGameSize_ = infoLayout->Add(new TextView("...", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvGameSize_->SetShadow(true);
		tvSaveDataSize_ = infoLayout->Add(new TextView("...", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvSaveDataSize_->SetShadow(true);
		tvInstallDataSize_ = infoLayout->Add(new TextView("", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvInstallDataSize_->SetShadow(true);
		tvInstallDataSize_->SetVisibility(V_GONE);
		tvRegion_ = infoLayout->Add(new TextView("", ALIGN_LEFT, true, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT)));
		tvRegion_->SetShadow(true);
	} else {
		texvGameIcon_ = nullptr;
		tvTitle_ = nullptr;
		tvGameSize_ = nullptr;
		tvSaveDataSize_ = nullptr;
		tvInstallDataSize_ = nullptr;
		tvRegion_ = nullptr;
	}

	ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins));
	root_->Add(rightColumn);
	
	LinearLayout *rightColumnItems = new LinearLayout(ORIENT_VERTICAL);
	rightColumnItems->SetSpacing(0.0f);
	rightColumn->Add(rightColumnItems);

	rightColumnItems->Add(new Choice(ga->T("Play")))->OnClick.Handle(this, &GameScreen::OnPlay);

	btnGameSettings_ = rightColumnItems->Add(new Choice(ga->T("Game Settings")));
	btnGameSettings_->OnClick.Handle(this, &GameScreen::OnGameSettings);
	btnDeleteGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Delete Game Config")));
	btnDeleteGameConfig_->OnClick.Handle(this, &GameScreen::OnDeleteConfig);
	btnCreateGameConfig_ = rightColumnItems->Add(new Choice(ga->T("Create Game Config")));
	btnCreateGameConfig_->OnClick.Handle(this, &GameScreen::OnCreateConfig);

	btnGameSettings_->SetVisibility(V_GONE);
	btnDeleteGameConfig_->SetVisibility(V_GONE);
	btnCreateGameConfig_->SetVisibility(V_GONE);

	btnDeleteSaveData_ = new Choice(ga->T("Delete Save Data"));
	rightColumnItems->Add(btnDeleteSaveData_)->OnClick.Handle(this, &GameScreen::OnDeleteSaveData);
	btnDeleteSaveData_->SetVisibility(V_GONE);

	if (info && !info->pending) {
		otherChoices_.clear();
	}

	rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Delete Game"))))->OnClick.Handle(this, &GameScreen::OnDeleteGame);
	if (host->CanCreateShortcut()) {
		rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Create Shortcut"))))->OnClick.Handle(this, &GameScreen::OnCreateShortcut);
	}
	if (isRecentGame(gamePath_)) {
		rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Remove From Recent"))))->OnClick.Handle(this, &GameScreen::OnRemoveFromRecent);
	}
#ifdef _WIN32
	rightColumnItems->Add(AddOtherChoice(new Choice(ga->T("Show In Folder"))))->OnClick.Handle(this, &GameScreen::OnShowInFolder);
#endif
	if (g_Config.bEnableCheats) {
		rightColumnItems->Add(AddOtherChoice(new Choice(pa->T("Cheats"))))->OnClick.Handle(this, &GameScreen::OnCwCheat);
	}

	btnSetBackground_ = rightColumnItems->Add(new Choice(ga->T("Use UI background")));
	btnSetBackground_->OnClick.Handle(this, &GameScreen::OnSetBackground);
	btnSetBackground_->SetVisibility(V_GONE);
}
开发者ID:KentuckyCompass,项目名称:ppsspp,代码行数:98,代码来源:GameScreen.cpp


示例17: GetI18NCategory

void GameSettingsScreen::CreateViews() {
	GameInfo *info = g_gameInfoCache.GetInfo(gamePath_, true);

	cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;

	// Information in the top left.
	// Back button to the bottom left.
	// Scrolling action menu to the right.
	using namespace UI;

	I18NCategory *g = GetI18NCategory("General");
	I18NCategory *gs = GetI18NCategory("Graphics");
	I18NCategory *c = GetI18NCategory("Controls");
	I18NCategory *a = GetI18NCategory("Audio");
	I18NCategory *s = GetI18NCategory("System");
	I18NCategory *ms = GetI18NCategory("MainSettings");

	root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));

	ViewGroup *leftColumn = new AnchorLayout(new LinearLayoutParams(1.0f));
	root_->Add(leftColumn);

	root_->Add(new Choice(g->T("Back"), "", false, new AnchorLayoutParams(150, WRAP_CONTENT, 10, NONE, NONE, 10)))->OnClick.Handle(this, &GameSettingsScreen::OnBack);

	TabHolder *tabHolder = new TabHolder(ORIENT_VERTICAL, 200, new AnchorLayoutParams(10, 0, 10, 0, false));

	root_->Add(tabHolder);

	// TODO: These currently point to global settings, not game specific ones.

	// Graphics
	ViewGroup *graphicsSettingsScroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, FILL_PARENT));
	ViewGroup *graphicsSettings = new LinearLayout(ORIENT_VERTICAL);
	graphicsSettingsScroll->Add(graphicsSettings);
	tabHolder->AddTab(ms->T("Graphics"), graphicsSettingsScroll);

	graphicsSettings->Add(new ItemHeader(gs->T("Rendering Mode")));
#ifndef USING_GLES2
	static const char *renderingMode[] = { " 

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