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C++ UIManager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UIManager的典型用法代码示例。如果您正苦于以下问题:C++ UIManager类的具体用法?C++ UIManager怎么用?C++ UIManager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UIManager类的17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: switch

/**
 *	@brief	Filters message.
 *	@param[in,out] msg	message.
 *	@return false to skip this message. true to dispatch this message.
 */
bool WinSkinWindow::FilterMessage(MSG* msg)
{
	if (msg->hwnd != m_hWnd)
		return true;
	
	if (WM_KEYDOWN == msg->message || WM_SYSKEYDOWN == msg->message)
	{
		// マウスボタン、修飾キーは無視
		switch (msg->wParam)
		{
		case VK_LBUTTON:
		case VK_RBUTTON:
		case VK_MBUTTON:
		case VK_SHIFT:
		case VK_CONTROL:
		case VK_MENU:
			return true;
		}

		UIManager* uiManager = getUIManager();
		ASSERT(NULL != uiManager);
		if (NULL != uiManager)
		{
			KeyEventParameter parameter;
			UInt32 modifiers = 0;
			modifiers |= ((::GetKeyState(VK_SHIFT)   & 0x8000) ? KeyEventParameter::ModifierMask_Shift : 0);
			modifiers |= ((::GetKeyState(VK_CONTROL) & 0x8000) ? KeyEventParameter::ModifierMask_Ctrl  : 0);
			modifiers |= ((::GetKeyState(VK_MENU)    & 0x8000) ? KeyEventParameter::ModifierMask_Alt   : 0);
			parameter.SetKeyCode(static_cast<DWORD>(msg->wParam));
			parameter.SetModifiers(modifiers);
			return uiManager->KeyDown(parameter);
		}
	}
	return true;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:40,代码来源:WinSkinWindow.cpp


示例2: getUIManager

// ---------------------------------------------------------------------
//! Called when user releases a mouse button.
// ---------------------------------------------------------------------
void BeSkinView::MouseUp(
	BPoint where			//!< location of the cursor
)
{
	if (0 == lastPressedMouseButton)
	{
		return;
	}
	
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		if (1 == lastPressedMouseButton)
		{
			uiManager->Button1Up();
		}
		else if (2 == lastPressedMouseButton)
		{
			uiManager->Button2Up();
		}
	}
	
	lastPressedMouseButton = 0;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:28,代码来源:BeSkinView.cpp


示例3: CloseMenu

void MenuManager::CloseMenu(const BSFixedString &menuName)
{
    UIManager *ui = UIManager::GetSingleton();
    if (ui)
    {
        ui->AddMessage(menuName, UIMessage::kMessage_Close, nullptr);
    }
}
开发者ID:himika,项目名称:libSkyrim,代码行数:8,代码来源:MenuManager.cpp


示例4: getUIManager

// ---------------------------------------------------------------------
//! Cancels this task.
// ---------------------------------------------------------------------
void MouseHoverUITask::CancelTask()
{
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);

	uiManager->GetUIController()->EndTimer(UIController::TimerID_MouseHover);
	uiManager->EndTask(this);
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:11,代码来源:MouseHoverUITask.cpp


示例5: timerCommandToTimerId

/**
 *	@brief	timer command handler.
 */
void BeSkinView::timerCommandReceived(uint32 timerCommand)
{
	UIController::TimerID timerId = timerCommandToTimerId(timerCommand);
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		uiManager->TimerEvent(timerId);
	}
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:13,代码来源:BeSkinView.cpp


示例6: getUIManager

// ---------------------------------------------------------------------
LRESULT WinSkinWindow::onUMActivated(
	HWND /*hWnd*/,		//!< ウィンドウハンドル
	UINT /*uMsg*/,		//!< UM_ACTIVATED
	WPARAM /*wParam*/,	//!< 利用しないパラメータ
	LPARAM /*lParam*/	//!< 利用しないパラメータ
)
{
	UIManager* uiManager = getUIManager();
	if (NULL != uiManager)
	{
		uiManager->UIActivated();
	}

	return 0;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:16,代码来源:WinSkinWindow.cpp


示例7: Send

	bool Send()
	{
		UIManager * uiManager = UIManager::GetSingleton();

		if (!invokeDelegate_ || hasRun_ || !uiManager)
		{
			_WARNING("Failed to run PapyrusUICallback.");
			return false;
		}

		// UI manager is now responsible for disposing
		uiManager->QueueCommand(invokeDelegate_);
		hasRun_ = true;

		return true;
	}
开发者ID:NecroReindeer,项目名称:comp140-api-hacking,代码行数:16,代码来源:PapyrusUICallback.cpp


示例8: Window

// ---------------------------------------------------------------------
//! Called when user presses a mouse button.
// ---------------------------------------------------------------------
void BeSkinView::MouseDown(
	BPoint where			//!< location of the cursor
)
{
	uint32 buttons = 0;
	BMessage* message = Window()->CurrentMessage();
	if (NULL != message)
	{
		int32 value = 0;
		if (B_OK == message->FindInt32("buttons", &value))
		{
			buttons = value;
		}
	}
	if (0 == (buttons & (B_PRIMARY_MOUSE_BUTTON | B_SECONDARY_MOUSE_BUTTON)))
	{
		return;
	}

	BWindow* window = Window();
	if (!window->IsActive())
	{
		window->Activate();
	}

	// deactivate tool tip
	BMessage deactivateMessage(BeToolTipWindow::MSG_DEACTIVATE);
	toolTipMessenger->SendMessage(&deactivateMessage, static_cast<BHandler*>(NULL), 1000000);
	
	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		if (buttons & B_PRIMARY_MOUSE_BUTTON)
		{
			uiManager->Button1Down();
			lastPressedMouseButton = 1;
		}
		else if (buttons & B_SECONDARY_MOUSE_BUTTON)
		{
			uiManager->Button2Down();
			lastPressedMouseButton = 2;
		}
	}
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:48,代码来源:BeSkinView.cpp


示例9: parse

void CommandHandler::parse(int argc, char** argv)
{
	if (argc == 0)
	{
		UIManager ui;
		ui.setController(_gameController);
		ui.start();
		return;
	}

	std::string command(*argv);

	if (command == "add") parseAdd(argc, argv);
	if (command == "remove" || command == "rm") parseRemove(argc, argv);
	if (command == "list" || command == "ls") parseList(argc, argv);
	if (command == "lsp") parseListPlatform(argc, argv);
	if (command == "lsc") parseListCategory(argc, argv);
	if (command == "run") parseRun(argc, argv);
}
开发者ID:Sektor527,项目名称:bootcamp,代码行数:19,代码来源:commandhandler.cpp


示例10: main

int main(int argc, char** argv)
{
    QApplication app(argc, argv);

    new UIManager;
    new DBManager;

    DBManager* db = DBManager::instance();
    UIManager* ui = UIManager::instance();

    //char* fn = "vega.udb";
    char* fn = "geometryprocess.udb";
    //char* fn = "vega.udb";
    //char* fn = "vega.udb";

    char* fileName = argc > 1 ? argv[1] : fn;
    printf(fileName);

    db->openDB(fileName);

    ui->lockAll();
    db->parse();
    ui->unlockAll();

    ui->updateScene();
    ui->addMainUI();
    //ui->addMainUI();
    ui->showAllUI();

    app.exec();
    DBManager::instance()->closeDB();

    return 0;
}
开发者ID:league1991,项目名称:CodeView,代码行数:34,代码来源:main.cpp


示例11: menu_selector

bool EquipmentUpgradeUILayer::init()
{
	if(!CCLayer::init())
	{
		return false;
	}

	UIManager *manager = UIManager::sharedManager();
	m_equipmentLayout = manager->CreateUILayoutFromFile("UIplist/equipmentUpgrade.plist", this, "equipmentUpgradeLayout");

	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::closeEquipUpgradeBt",
		menu_selector(EquipmentUpgradeUILayer::closeEquipUpgradeBt), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::chooseOneEquipmentBt",
		menu_selector(EquipmentUpgradeUILayer::chooseOneEquipmentBt), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::onClickHeroEquip",
		menu_selector(EquipmentUpgradeUILayer::onClickHeroEquip), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::onClickFairyEquip",
		menu_selector(EquipmentUpgradeUILayer::onClickFairyEquip), this);
	manager->RegisterMenuHandler("equipmentUpgradeLayout","EquipmentUpgradeUILayer::onClickStrength",
		menu_selector(EquipmentUpgradeUILayer::onClickStrength), this);
	
	m_equipmentHelmetPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeHelmetIcon");
	m_equipmentNecklacePic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeNicklaceIcon");
	m_equipmentWeaponPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeWeaponIcon");
	m_equipmentArmorPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeArmorIcon");
	m_equipmentRingPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeRingIcon");
	m_equipmentShoePic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeShoeIcon");
	m_choosedEquipmentPic = m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradechoosedIcon");
	m_heroEquipToggle = m_equipmentLayout->FindChildObjectByName<UIButtonToggle>("heroEquipButtonToggle");
	m_fairyEquipToggle = m_equipmentLayout->FindChildObjectByName<UIButtonToggle>("fairyEquipButtonToggle");
	m_levelUpCostLabel = m_equipmentLayout->FindChildObjectByName<UILabel>("equipUpgradeChoosedCostNumber");
	m_levelLabel = m_equipmentLayout->FindChildObjectByName<UILabel>("equipUpgradeChoosedLevel");
	m_coldTimeLabel = m_equipmentLayout->FindChildObjectByName<UILabel>("equipUpgradeCDText");
	showPlayerEquipment();
	if(m_heroEquipToggle)
	{
		m_heroEquipToggle->selected();
	}
	schedule(schedule_selector(EquipmentUpgradeUILayer::updateColdTime),1);

	m_upTimesBar = (CCSprite*)m_equipmentLayout->FindChildObjectByName<UIPicture>("equipUpgradeBarTime")->getCurrentNode();
	if(m_upTimesBar)
	{
		m_upTimesBar->setAnchorPoint(ccp(0,0.5f));
		CCPoint oldPos = m_upTimesBar->getPosition();
		float scale = UIManager::sharedManager()->getScaleFactor();
		m_upTimesBar->setPosition(ccp(oldPos.x-scale * m_upTimesBar->getContentSize().width/2,oldPos.y));
	}
	showLvUpRemainTimes();
	setDefaultSelectedEquip();
	updateBottomCoinLabel();
	updateBottomDiamondLabel();
	NotificationCenter::defaultCenter()->registerAllMsgObserver(this);
	return true;
}
开发者ID:niuzb,项目名称:hellopetclient,代码行数:55,代码来源:EquipmentUpgradeUILayer.cpp


示例12: GET_X_LPARAM

// ---------------------------------------------------------------------
LRESULT	WinSkinWindow::onRButtonUp(
	HWND hWnd,		//!< ウィンドウハンドル
	UINT uMsg,		//!< WM_RBUTTONUP
	WPARAM wParam,	//!< 様々な仮想キーが押されているかどうのフラグ
	LPARAM lParam	//!< 下位ワードがマウスカーソルの X 座標、上位ワードが Y 座標
)
{
	base::wndProc(hWnd, uMsg, wParam, lParam);

	mousePosition.x = GET_X_LPARAM(lParam);
	mousePosition.y = GET_Y_LPARAM(lParam);
	mousePositionAvailable = true;

	UIManager* uiManager = getUIManager();
	ASSERT(NULL != uiManager);
	if (NULL != uiManager)
	{
		uiManager->Button2Up();
	}

	return 0;
}
开发者ID:HaikuArchives,项目名称:CoveredCalc,代码行数:23,代码来源:WinSkinWindow.cpp


示例13: init

bool TaskChatLayer::init()
{
	if(!CCLayer::init())
	{
		return false;
	}

	UIManager *manager = UIManager::sharedManager();

	taskChatLayout = manager->CreateUILayoutFromFile("UIplist/taskChat.plist", this, "TaskChatPanel");

	m_taskChatContainer = taskChatLayout->FindChildObjectByName<UIContainer>("taskChatContainer");

	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::closeBtnClick",
		menu_selector(TaskChatLayer::closeBtnClick), this);
	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemClickEvent_01",
		menu_selector(TaskChatLayer::OnTaskItemClickEvent_01), this);
	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemClickEvent_02",
		menu_selector(TaskChatLayer::OnTaskItemClickEvent_02), this);
	manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemClickEvent_03",
		menu_selector(TaskChatLayer::OnTaskItemClickEvent_03), this);
    manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskshopExchangeBtnClick",
                                 menu_selector(TaskChatLayer::OnTaskshopExchangeBtnClick), this);
    manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskCityDefendBtnClick",
        menu_selector(TaskChatLayer::OnTaskCityDefendBtnClick), this);
    manager->RegisterMenuHandler("TaskChatPanel","TaskChatLayer::OnTaskItemExchangeBtnClick",
        menu_selector(TaskChatLayer::OnTaskItemExchangeBtnClick), this);

	m_leftHeroLogoPic = taskChatLayout->FindChildObjectByName<UIPicture>("npcLogoIcon");
	m_taskNameLabel = taskChatLayout->FindChildObjectByName<UILabel>("TaskNameLable");
	m_npcTaskTalkLabel = taskChatLayout->FindChildObjectByName<UILabel>("NpcTaskTalkLabel");

	// Note: find container
	m_taskRewardContainer = taskChatLayout->FindChildObjectByName<UIContainer>("RewardContainer");
	m_taskContainerItem[0] = taskChatLayout->FindChildObjectByName<UIContainer>("taskItemContainer_01");
	m_taskContainerItem[1] = taskChatLayout->FindChildObjectByName<UIContainer>("taskItemContainer_02");
	m_taskContainerItem[2] = taskChatLayout->FindChildObjectByName<UIContainer>("taskItemContainer_03");

	m_rewardMoneyLabel = taskChatLayout->FindChildObjectByName<UILabel>("TaskRewardMoneyLabel");
	m_rewardExpLabel = taskChatLayout->FindChildObjectByName<UILabel>("TaskRewardExpLabel");

	//setTouchEnabled(true);
	return true;
}
开发者ID:JamShan,项目名称:xcode_jifengyongzhezhuan,代码行数:44,代码来源:TaskChatLayer.cpp


示例14: TEST

   // This one is a little more involved, as we will be simulating an entire editor session, including level testing
   TEST(ObjectCleanupTests, TestEditorObjectManagement)
   {
      GameSettingsPtr settings = GameSettingsPtr(new GameSettings());
      settings->setSetting(IniKey::Nickname, string("Alfonso"));     // Set this to bypass startup screen
      settings->getFolderManager()->setLevelDir("levels");           // Need something for hosting to work
      settings->updatePlayerName("Alfonso");

      Address addr;
      ClientGame *clientGame = new ClientGame(addr, settings, new UIManager());    // ClientGame destructor will clean up UIManager


      GameManager::addClientGame(clientGame);
      UIManager *uiMgr = clientGame->getUIManager();

      uiMgr->activate<MainMenuUserInterface>();
      ASSERT_TRUE(uiMgr->isCurrentUI<MainMenuUserInterface>());
      // Cheat a little; go directly to editor
      uiMgr->getUI<EditorUserInterface>()->setLevelFileName("xyzzy");      // Reset this so we get the level entry screen
      uiMgr->activate<EditorUserInterface>();

      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>());
      EditorUserInterface *editor = uiMgr->getUI<EditorUserInterface>();
      ///// Test basic object deletion, undo system not activated
      SafePtr<TestItem> testItem = new TestItem();    // To track deletion... see "Basics" test above
      ASSERT_FALSE(testItem.isNull()) << "Just created this!";
      editor->addToEditor(testItem.getPointer());
      editor->deleteItem(0, false);                   // Low level method doesn't save undo state; object should be deleted
      ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!";

      ///// Check deleting object with undo system -- do things get deleted as expected?
      testItem = new TestItem();
      ASSERT_FALSE(testItem.isNull()) << "Just created this -- shouldn't be gone yet!";
      editor->addToEditor(testItem.getPointer());
      testItem->setSelected(true);
      ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Started with one object";
      editor->handleKeyPress(KEY_Z, "Del");     // Triggers deleteSelection(false)
      ASSERT_TRUE(testItem.isNull()) << "Obj should be gone!";
      ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "All objects deleted... none should be present";
      editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_UNDO_ACTION));  // Undo
      ASSERT_EQ(1, editor->getLevel()->findObjects_fast()->size()) << "Undeleted one object";
      ASSERT_FALSE(testItem.isValid());
      testItem = dynamic_cast<TestItem *>(editor->getLevel()->findObjects_fast()->get(0));
      ASSERT_TRUE(testItem.isValid());
      editor->handleKeyPress(KEY_Z, editor->getEditorBindingString(BINDING_REDO_ACTION));
      ASSERT_EQ(0, editor->getLevel()->findObjects_fast()->size()) << "Redid delete... none should be present";
      ASSERT_FALSE(testItem.isValid());

      ///// Test level
      Level *level = editor->getLevel();     // Keep track of the level we were editing
      editor->testLevelStart();
      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Still in editor";
      ASSERT_TRUE(editor->getLevel()->getGameType()) << "Have valid GameType";
      GameType *gt = editor->getLevel()->getGameType();

      GameManager::getServerGame()->loadNextLevelInfo();
      ASSERT_EQ(GameManager::DoneLoadingLevels, GameManager::getHostingModePhase()) << "Only loading one level here...";
      ASSERT_TRUE(GameManager::hostGame()) << "Failure to host game!";
      ASSERT_TRUE(uiMgr->isCurrentUI<GameUserInterface>()) << "In game UI";
      GameManager::localClientQuits(GameManager::getClientGames()->get(0));
      ASSERT_TRUE(uiMgr->isCurrentUI<EditorUserInterface>()) << "Back to the editor";
      ASSERT_EQ(editor, uiMgr->getCurrentUI()) << "Expect same object";
      ASSERT_EQ(level, editor->getLevel()) << "Level should not have changed";
      ASSERT_TRUE(editor->getLevel()->getGameType()) << "Expect valid GameType";
      ASSERT_EQ(gt, editor->getLevel()->getGameType()) << "GameType should not have changed";
   }
开发者ID:AnsonX10,项目名称:bitfighter,代码行数:66,代码来源:TestObjectCleanup.cpp


示例15: initCityList

bool CityListLayer::init()
{
	if(!CCLayer::init())
	{
		return false;
	}

	//读取城市列表
	initCityList();

	UIManager *manager = UIManager::sharedManager();
	cityListLayout = manager->CreateUILayoutFromFile("UIplist/cityListUI.plist", this, "CityList");	

	//添加背景图片
	CCSprite * bgImg = CCSprite::create("game.png");

	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
	CCSize bgSize = bgImg->getContentSize();

	float scaleX = visibleSize.width / bgSize.width;
	float scaleY = visibleSize.height / bgSize.height;

	bgImg->setScaleX(scaleX);
	bgImg->setScaleY(scaleY);
	
	bgImg->setPosition(ccp(visibleSize.width/2, visibleSize.height/2));

	this->addChild(bgImg, -1);

	//添加主城
	for (size_t i = 0; i < cityInfoList.size(); i++)
	{
		addCityBtn(i+1);
	}


	//添加关闭按钮
	UIButton *btn = cityListLayout->FindChildObjectByName<UIButton>("cityListCloseBtn");
	CCPoint closePoint = btn->getPosition();
	closePoint = ccpAdd(ccp(visibleSize.width / 2, visibleSize.height / 2), closePoint);

	CCPoint pt1;
	ASprite * as1 = AspriteManager::getInstance()->getAsprite(KUI_BIN);

	int normalCloseId = getResourceIDByName("map_ui_FRAME_INSTANCE_CLOSE");
	int selectCloseId = getResourceIDByName("map_ui_FRAME_INSTANCE_CLOSE_CLICKED");

	CCSprite * normalCloseBtn = as1->getSpriteFromFrame_Middle(normalCloseId, 0, pt1);
	CCSprite * selectCloseBtn = as1->getSpriteFromFrame_Middle(selectCloseId, 0, pt1);

	IconButton * closeBtn = new IconButton(normalCloseBtn, NULL, selectCloseBtn, this, 
					menu_selector(CityListLayer::closeCityList));

	closeBtn->setPosition(closePoint);

	this->addChild(closeBtn);

	//初始化玩家头像资源
	CCPoint pt;
    ASprite * as = AspriteManager::getInstance()->getAsprite(KICON_BIN);

	int playerType = UserData::Get()->GetUserType();

	stringstream playerResStream;
	playerResStream << "map_ui_system_icon_FRAME_ICON_ROLEONMAP_" << playerType;
	string playerResName = playerResStream.str();

	int playerResourceId = getResourceIDByName(playerResName.c_str());
    playerImg = as->getSpriteFromFrame_Middle(playerResourceId, 0, pt);
	playerImg->setVisible(false);	

	this->addChild(playerImg);


	playerMoving = false;
	return true;
}
开发者ID:niuzb,项目名称:hellopetclient,代码行数:77,代码来源:CityListLayer.cpp


示例16: min

void PvAIManager::refreshPvAILayer()
{
    UIManager *manager = UIManager::sharedManager();
    pvaiLayout = manager->getUILayout("PvAILayout");

    if (pvaiLayout)
    {
        //玩家昵称
        UILabel *heroNameLabel = pvaiLayout->FindChildObjectByName<UILabel>("pvaiMcName");
        if (heroNameLabel)
        {
            string heroName = UserData::getUserName();
            heroNameLabel->setString(heroName.c_str());
        }

        //玩家排名
        UILabel *heroRankLabel = pvaiLayout->FindChildObjectByName<UILabel>("pvaiMcRank");
        if (heroRankLabel)
        {
            stringstream heroRankStream;
            heroRankStream << heroRank;
            string heroRankStr = heroRankStream.str();
            string heroRankText = Localizatioin::getLocalization("M_PVAI_RANK");

            heroRankText += heroRankStr;
            heroRankLabel->setString(heroRankText.c_str());
        }

        //玩家声望
        UILabel *heroReputationLabel = pvaiLayout->FindChildObjectByName<UILabel>("pvaiMcReputation");
        if (heroReputationLabel)
        {
            int heroReputation = UserData::GetUserInfo().m_reputation;

            stringstream heroReputationStream;
            heroReputationStream << heroReputation;
            string heroReputationStr = heroReputationStream.str();
            string heroReputationText = Localizatioin::getLocalization("M_PVAI_REPUTATION");

            heroReputationText += heroReputationStr;
            heroReputationLabel->setString(heroReputationText.c_str());
        }

        ////剩余挑战次数
        //UILabel *lastTimeLabel = pvaiLayout->FindChildObjectByName<UILabel>("pvaiTodayLastTime");
        //if (lastTimeLabel)
        //{
        //	stringstream herolastTimeStream;
        //	herolastTimeStream << basicInfo.remainCount;
        //	string herolastTimeStr = herolastTimeStream.str();
        //	lastTimeLabel->setString(herolastTimeStr.c_str());
        //}

        ////奖励金币数
        //UILabel *rewardCoinLabel = pvaiLayout->FindChildObjectByName<UILabel>("pvaiRewardCoin");
        //if (rewardCoinLabel)
        //{
        //	stringstream herolastTimeStream;
        //	herolastTimeStream << basicInfo.rewardCoin;
        //	string herolastTimeStr = herolastTimeStream.str();
        //	rewardCoinLabel->setString(herolastTimeStr.c_str());
        //}

        ////奖励声望
        //UILabel *rewardReputationLabel = pvaiLayout->FindChildObjectByName<UILabel>("pvaiRewardReputation");
        //if (rewardReputationLabel)
        //{
        //	stringstream herolastTimeStream;
        //	herolastTimeStream << basicInfo.rewardReputation;
        //	string herolastTimeStr = herolastTimeStream.str();
        //	rewardReputationLabel->setString(herolastTimeStr.c_str());
        //}

        ////奖励领取时间
        //TimeManager::Get()->renewTimer(TIMER_PVAI_REWARD, TimeManager::Get()->getCurServerTime() + basicInfo.rewardGetTime);

        ////冷却时间
        //TimeManager::Get()->renewTimer(TIMER_PVAI_COOLDOWN, TimeManager::Get()->getCurServerTime() + basicInfo.coolDownTime);

        //挑战玩家列表
        int playerCount = aiPlayerVec.size();
        int minPlayerCount = min(playerCount, 5);
        for (int i = minPlayerCount; i < 5; i++)
        {
            stringstream iconOtherStream;
            iconOtherStream << "iconOther" << i+1;
            string iconOtherStr = iconOtherStream.str();
            UIPicture *iconOtherPic= pvaiLayout->FindChildObjectByName<UIPicture>(iconOtherStr);
            iconOtherPic->setVisible(false);

            iconOtherStream.str("");
            iconOtherStream << "gridOther" << i+1;
            iconOtherStr = iconOtherStream.str();
            iconOtherPic= pvaiLayout->FindChildObjectByName<UIPicture>(iconOtherStr);
            iconOtherPic->setVisible(false);

            iconOtherStream.str("");
            iconOtherStream << "pvaiOtherPlayerName" << i+1;
            iconOtherStr = iconOtherStream.str();
            UILabel * iconOtherLabel= pvaiLayout->FindChildObjectByName<UILabel>(iconOtherStr);
//.........这里部分代码省略.........
开发者ID:niuzb,项目名称:hellopetclient,代码行数:101,代码来源:PvAIManager.cpp


示例17: main

int main() {
	sf::RenderWindow window(sf::VideoMode(1920, 1080), "Corgi Movement Simulator");
	/*sf::CircleShape shape(100.f); 
	shape.setFillColor(sf::Color::Green);*/

	/*sf::Texture texture;
	texture.loadFromFile("Sprites/Scene10x10.png");
	texture.setSmooth(true);
	sf::Sprite* sprite = (new sf::Sprite(texture));*/
	//(*sprite).setColor(sf::Color(128, 128, 128));

	//testlvlManager

	sf::Texture shibe;
	if (!shibe.loadFromFile("Sprites/Units/shibe_spread.png"))
	{
		std::cout << "Failed to load player spritesheet!" << std::endl;
		return 1;
	}

	Animation shibe_idle;
	shibe_idle.setSpriteSheet(shibe);
	shibe_idle.addFrame(sf::IntRect(0, 0, 128, 128));
	shibe_idle.addFrame(sf::IntRect(128, 0, 128, 128));
	shibe_idle.addFrame(sf::IntRect(256, 0, 128, 128));
	shibe_idle.addFrame(sf::IntRect(384, 0, 128, 128));

	AnimatedSprite animatedShibe(sf::seconds(0.2), false, true);
	animatedShibe.setPosition(0,0);
	animatedShibe.play(shibe_idle);

	TextureManager texMng;
	texMng.getFiles();
	texMng.createTextures();

	lvlManager lvl;
	Block b = lvl.generateTiles(lvl.buildKey(&texMng), &texMng);
	lvl.genMap(b, 0, 15);
	for (int i = 0; i < 50; i++){
		Block b = lvl.generateTiles(lvl.buildKey(&texMng), &texMng);
		sf::Vector2<int> v = lvl.findNextSpot(b.x, b.y);
		if (v.x != -1)
			lvl.genMap(b, v.x, v.y);
	}

	SoundManager sM;
	sM.getFiles();
	sM.createSounds();

	Player p(&texMng, &(sM.soundTable.at("bark")), sf::Sprite());

	//Unit test_unit(10, 10, *sprite);
	//Tile test(sprite, &test_unit);
	sf::Sprite output;
	lvl.genDrawable(&output);
	UIManager uimanager;
	uimanager.setTerrain(output);
	//uimanager.setTerrain(lvl.genDrawable());
	int mousex=0, mousey=0;

	//lvl.testTileGen(&texMng, &window);

	//testTextureManager(&window);

	UnitManager uM(&lvl, &texMng, &p, &sM);
	uM.spawnUnit(doge, p.playerUnit->x + 1, p.playerUnit->y);
	uM.spawnUnit(turtle, p.playerUnit->x, p.playerUnit->y + 1);
	std::cout << p.playerUnit->x + 1 <<  p.playerUnit->y + 1 << std::endl;
	uM.gatherActions();

	sf::Clock frameClock;
	while (window.isOpen())
	{
		sf::Event event;
		while (window.pollEvent(event))
		{
			if (event.type == sf::Event::Closed || sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
				window.close();
			if (event.type == sf::Event::MouseButtonPressed)
			{
				mousex = sf::Mouse::getPosition(window).x;
				mousey = sf::Mouse::getPosition(window).y;

			}
			if (sf::Mouse::isButtonPressed(sf::Mouse::Left) && event.type == sf::Event::MouseMoved)
			{
				uimanager.x += event.mouseMove.x-mousex;
				uimanager.y += event.mouseMove.y-mousey;
				mousex = event.mouseMove.x;
				mousey = event.mouseMove.y;
			}
			if (sf::Keyboard::isKeyPressed(sf::Keyboard::P)) 
			{
				uM.gatherActions();
			}
			if (event.type == sf::Event::MouseButtonReleased && event.mouseButton.button == sf::Mouse::Button::Right)
			{
				std::cout << "clicked at " << sf::Mouse::getPosition(window).x-uimanager.x << " " << sf::Mouse::getPosition(window).y-uimanager.y << std::endl;
				//std::cout << "is accessible: " << lvl.isAccessible(sf::Mouse::getPosition(window).x - uimanager.x, sf::Mouse::getPosition(window).y - uimanager.y) << std::endl;
				int xPos = sf::Mouse::getPosition(window).x - uimanager.x;
//.........这里部分代码省略.........
开发者ID:PhilWimmer,项目名称:MagicFunGame,代码行数:101,代码来源:Quelle.cpp



注:本文中的UIManager类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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