bool CExpandableListViewBasicTest::init() { CExpandableListViewTestSceneBase::init(); setTitle("CExpandableListViewBasicTest"); setDescription("click item to expand"); pListView = CExpandableListView::create(CCSize(320, 390)); pListView->setBackgroundImage("background2.png"); pListView->setPosition(CCPoint(480, 320)); m_pWindow->addChild(pListView); for( int i = 0; i < 10; i++ ) { CExpandableNode* pExpandableNode = CExpandableNode::create(); pExpandableNode->setContentSize(CCSize(320, 50)); pListView->insertExpandableNodeAtLast(pExpandableNode); CImageViewScale9* pExpandableNodeBg = CImageViewScale9::create(CCSize(320, 45), "expandnodebg.png"); pExpandableNodeBg->setPosition(CCPoint(320/2, 50/2)); pExpandableNode->addChild(pExpandableNodeBg); CButton* pColBtn = CButton::createWith9Sprite(CCSize(35, 35), "sprite9_btn1.png", "sprite9_btn2.png"); pColBtn->setPosition(ccp(320 - 30, 50 / 2)); pColBtn->setText("-"); pColBtn->setUserTag(i); pColBtn->setOnClickListener(this, ccw_click_selector(CExpandableListViewBasicTest::onClick)); pExpandableNode->addChild(pColBtn); char buff[64] = {0}; sprintf(buff, "ExpandableNode : %d", i); CLabel* pTitleLabel = CLabel::create(buff, "", 28); pTitleLabel->setPosition(CCPoint(10, 50/2)); pTitleLabel->setAnchorPoint(CCPoint(0, 0.5)); pExpandableNode->addChild(pTitleLabel); sprintf(buff, "Label %d - 1", i); pExpandableNode->insertItemNodeAtLast(CLabel::create(buff, "", 30)); sprintf(buff, "Label %d - 2", i); pExpandableNode->insertItemNodeAtLast(CLabel::create(buff, "", 30)); sprintf(buff, "Label %d - 3", i); pExpandableNode->insertItemNodeAtLast(CLabel::create(buff, "", 30)); CButton* pButton = CButton::createWith9Sprite(CCSize(150, 38), "sprite9_btn1.png", "sprite9_btn2.png"); pButton->setOnClickListener(this, ccw_click_selector(CExpandableListViewBasicTest::onClick)); pButton->initText("collapse", "", 28); pButton->setUserTag(i); pButton->setPosition(CCPoint(100, 40/2)); CLayout* pBtnLayout = CLayout::create(CCSize(320, 40)); pBtnLayout->addChild(pButton); pExpandableNode->insertItemNodeAtLast(pBtnLayout); } pListView->reloadData(); return true; }
void LoginLayerUC::initLogin() { CCLOG("LoginLayerUC::initLogin"); if(m_ui!=nullptr) { return; } //播放背景音乐 PlayBackgroundMusic(BGM_Login,true); m_ui = LoadComponent("EnterGameUC.xaml"); m_ui->setTag(1); m_ui->setPosition(VCENTER); m_LayoutRoot->addChild(m_ui, 2); //自己的登陆框隐藏 m_pLoginLay = (CLayout *)m_ui->getChildByTag(10); m_pLoginLay->setVisible(false); //选择好的服务器列表 m_pCurrentServerUI = (CLayout *)m_ui->findWidgetById("current_server"); m_pCurrentServerUI->setVisible(true); //默认服务器 updateSelectServer(); //服务器选区 CLayout* pLayout = (CLayout*)m_ui->findWidgetById("serverCell"); pLayout->retain(); m_ui->removeChild(pLayout); m_pCell = pLayout; //获取空的滑动列表Scroll m_pTableView = (CTableView*)m_ui->findWidgetById("serverScroll"); m_pTableView->setDirection(eScrollViewDirectionVertical); m_pTableView->setSizeOfCell(m_pCell->getContentSize()); m_pTableView->setCountOfCell(m_serverInfo.server_list().size()); m_pTableView->setBounceable(true); m_pTableView->setDataSourceAdapter(this, ccw_datasource_adapter_selector(LoginLayerUC::tableviewDataSource)); m_pTableView->reloadData(); //按钮打开服务器列表 CImageView* pBtnServer = (CImageView*)m_ui->findWidgetById("serverBtn"); //快速登录按钮 CButton * pQuickLogin = (CButton *)m_ui->getChildByTag(1); pQuickLogin->setOnClickListener(this,ccw_click_selector(LoginLayerUC::onQuickLogin)); CCActionInterval *scaleSmall = CCScaleTo::create(0.9f,0.98f); CCFadeTo *out = CCFadeTo::create(0.9f,60); CCSpawn *spawn = CCSpawn::createWithTwoActions(scaleSmall,out); CCActionInterval *scaleBig = CCScaleTo::create(1.2f,1.0f); CCFadeTo *in = CCFadeTo::create(1.2f,255); CCSpawn *spawn1 = CCSpawn::createWithTwoActions(scaleBig,in); CCSequence *seque = CCSequence::createWithTwoActions(spawn,spawn1); CCRepeatForever *action = CCRepeatForever::create(seque); pQuickLogin->runAction(action); pQuickLogin->setVisible(true); //清除用户信息 DataCenter::sharedData()->getUser()->clear(); //版本做相对位置处理 CLabel* pLabel = (CLabel *)m_ui->findWidgetById("version"); pLabel->setAnchorPoint(ccp(1.0f, 0.0f)); pLabel->setPosition(ccp(VRIGHT-20, VBOTTOM+20)); CC_SAFE_RETAIN(pLabel); pLabel->removeFromParentAndCleanup(true); this->addChild(pLabel); CC_SAFE_RELEASE(pLabel); pLabel->setString(CCString::createWithFormat("Version:%s", m_serverInfo.game_version().c_str())->getCString()); //隐藏服务器列表 showServerList(); hideServerList(); //TODO //初始化UC_SDK?-放在最前面 //还是点击登录再初始化? //点击登录再初始化吧 //初始化完直接请求登录 //先连接连接服务器 const Server& gameServer = m_serverInfo.server_list().Get(m_iSelectServerIndex); //检查服务器是否可用 if(!checkServerStatus(gameServer)) { return; } LinkedGameServer(gameServer); }