inline VmbErrorType EnumEntry::GetTooltip( std::string &rStrTooltip ) const { VmbErrorType res; VmbUint32_t nLength; res = GetTooltip( NULL, nLength ); if ( VmbErrorSuccess == res ) { if ( 0 < nLength ) { rStrTooltip.resize( nLength ); res = GetTooltip( &rStrTooltip[0], nLength ); if ( VmbErrorSuccess == res ) { size_t nPos = rStrTooltip.find( '\0' ); if ( nLength-1 > nPos ) { rStrTooltip.resize( nPos ); } } } else { rStrTooltip.clear(); } } return res; }
// virtual BOOL FW_Cmd::OnExecute() { // Terminate the previous active command FW_Cmds* pCmds = FW_WinApp::GetWinApp()->GetCmdManager()->GetCmds(); ASSERT(pCmds); FW_Cmd* pCmd = pCmds->GetActiveCmd(); if(pCmd) pCmd->OnTerminate(); // Set this command as active command SetActive(true); // Get previous status m_strStatusPrev = FW_MDIFrameWnd::GetMDIFrameWnd()->GetStatus(0); // Set status FW_MDIFrameWnd::GetMDIFrameWnd()->SetStatus(0, GetTooltip()); // Get active view m_pView = FW_MDIFrameWnd::GetActiveView(); // Get active document m_pDoc = FW_MDIFrameWnd::GetActiveDoc(); return TRUE; }
INT_PTR CXTPReportGroupRow::OnToolHitTest(CPoint /*point*/, TOOLINFO* pTI) { INT_PTR nHit = (INT_PTR)this; CString strTip = GetTooltip(); if (strTip.IsEmpty()) return -1; //Clean markup CString s(strTip), u, v; int j = s.Find(_T("<")); int k = s.Find(_T(">")); while (j > -1 && k > -1) { u = s.Left(j); v = s.Mid(k + 1); s = u + v; strTip = s; j = s.Find(_T("<")); k = s.Find(_T(">")); } CXTPToolTipContext::FillInToolInfo(pTI, m_pControl->m_hWnd, m_rcRow, nHit, strTip); return nHit; }
Status *StatusManager::GetCustomStatus(const QString& aAccount, const QString& nStatusName) { Status *savedStatus = new Status(); QString lowererStatusId = nStatusName.toLower(); quint32 statusNum = Status::FromString(lowererStatusId); savedStatus->Set(statusNum,(statusNum == STATUS_USER_DEFINED) ? lowererStatusId : ""); savedStatus->SetTitle(GetTooltip(lowererStatusId)); savedStatus->SetDescription(""); return savedStatus; }
QString StatusManager::GetTooltip( const QString& nStatusName ) { QStringList splitted(nStatusName.split('_')); if (splitted.count() < 2) return "?"; QString lowerId = splitted[1].toLower(); if (lowerId == "offline") return tr("Offline"); else if (lowerId == "dnd") return tr("Do Not Disturb"); else if (lowerId == "chat") return tr("Free For Chat"); else if (lowerId == "online") lowerId = "1"; else if (lowerId == "away") lowerId = "2"; else if (lowerId == "invisible") lowerId = "3"; return GetTooltip(lowerId.toUInt()); }
// When the object is initialized, this method is called. int32 UIWidget::OnInitialize(void) { GTGameObject::OnInitialize(); // Set AnchorPoint SetAnchorPoint(m_AnchorPoint); // If the tooltip and text are not available, // the font is not going to be initialized. if(GetTooltip().Length() || GetText().Length()) { // Initialize the font InitializeFont(); // Set the text if(m_pUILabelBMFont) { m_pUILabelBMFont->SetText(GetText().ToCharString()); // Setup anchor point for the the lable object m_pUILabelBMFont->SetAnchorPoint(m_AnchorPoint); } } // Initialize sprite size if(m_Sprite.HasSprite()) { UISkinPiece* pSkinPiece = GetSkinPiece(); GTSize size = GetSize(); if(pSkinPiece) { m_Sprite.SetScale( size.width/pSkinPiece->GetRect().size.width, size.height/pSkinPiece->GetRect().size.height ); // Setup anchor point for the sprite m_Sprite.SetAnchorPoint(m_AnchorPoint); } } return 1; }
FString UK2Node_ForEachElementInEnum::GetNodeTitle(ENodeTitleType::Type TitleType) const { return GetTooltip(); }
TSharedRef<SToolTip> FEditorClassUtils::GetTooltip(const UClass* Class) { return (Class ? GetTooltip(Class, Class->GetToolTipText()) : SNew(SToolTip)); }
void GUITooltip::Update(IGUIObject* Nearest, CPos MousePos, CGUI* GUI) { // Called once per frame, so efficiency isn't vital double now = timer_Time(); CStr style; int nextstate = -1; switch (m_State) { case ST_IN_MOTION: if (MousePos == m_PreviousMousePos) { if (GetTooltip(Nearest, style)) nextstate = ST_STATIONARY_TOOLTIP; else nextstate = ST_STATIONARY_NO_TOOLTIP; } else { // Check for movement onto a zero-delayed tooltip if (GetTooltip(Nearest, style) && GetTooltipDelay(style, GUI)==0) { // Reset any previous tooltips completely //m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.; HideTooltip(m_PreviousTooltipName, GUI); nextstate = ST_SHOWING; } } break; case ST_STATIONARY_NO_TOOLTIP: if (MousePos != m_PreviousMousePos) nextstate = ST_IN_MOTION; break; case ST_STATIONARY_TOOLTIP: if (MousePos != m_PreviousMousePos) nextstate = ST_IN_MOTION; else if (now >= m_Time) { // Make sure the tooltip still exists if (GetTooltip(Nearest, style)) nextstate = ST_SHOWING; else { // Failed to retrieve style - the object has probably been // altered, so just restart the process nextstate = ST_IN_MOTION; } } break; case ST_SHOWING: // Handle special case of icon tooltips if (Nearest == m_PreviousObject && (!m_IsIconTooltip || Nearest->MouseOverIcon())) { // Still showing the same object's tooltip, but the text might have changed if (GetTooltip(Nearest, style)) ShowTooltip(Nearest, MousePos, style, GUI); } else { // Mouse moved onto a new object if (GetTooltip(Nearest, style)) { CStr style_old; // If we're displaying a tooltip with no delay, then we want to // reset so that other object that should have delay can't // "ride this tail", it have to wait. // Notice that this doesn't apply to when you go from one delay=0 // to another delay=0 if (GetTooltip(m_PreviousObject, style_old) && GetTooltipDelay(style_old, GUI)==0 && GetTooltipDelay(style, GUI)!=0) { HideTooltip(m_PreviousTooltipName, GUI); nextstate = ST_IN_MOTION; } else { // Hide old scrollbar HideTooltip(m_PreviousTooltipName, GUI); nextstate = ST_SHOWING; } } else { nextstate = ST_COOLING; } } break; case ST_COOLING: if (GetTooltip(Nearest, style)) nextstate = ST_SHOWING; else if (now >= m_Time) nextstate = ST_IN_MOTION; break; } // Handle state-entry code: if (nextstate != -1) { switch (nextstate) { case ST_STATIONARY_TOOLTIP: m_Time = now + (double)GetTooltipDelay(style, GUI) / 1000.; break; case ST_SHOWING: ShowTooltip(Nearest, MousePos, style, GUI); m_PreviousTooltipName = style; break; case ST_COOLING: HideTooltip(m_PreviousTooltipName, GUI); m_Time = now + CooldownTime; break; } m_State = nextstate; } m_PreviousMousePos = MousePos; m_PreviousObject = Nearest; }
FString UK2Node_CastByteToEnum::GetNodeTitle(ENodeTitleType::Type TitleType) const { return GetTooltip(); }