コード例 #1
0
void label_linebreak_modes_cb(void *data, Evas_Object *obj, void *event_info)
{
	Evas_Object *scroller, *layout_inner, *layout;
	Evas_Object *nf = data;

	scroller = create_scroller(nf);
	layout = elm_layout_add(scroller);
	evas_object_size_hint_weight_set(layout, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
	elm_layout_file_set(layout, ELM_DEMO_EDJ, "white_bg_layout");

	layout_inner = create_labels(nf);
	elm_object_part_content_set(layout, "elm.swallow.content", layout_inner);
	elm_object_content_set(scroller, layout);

	elm_naviframe_item_push(nf, "Linebreakmodes", NULL, NULL, scroller, NULL);
}
コード例 #2
0
ファイル: gui_gtk.c プロジェクト: Akon32/AppLauncher
int show_gui(int *argc, char ***argv) {
    gtk_init(argc, argv);
    init_attr_list();
    GtkWidget *wnd = gtk_window_new(GTK_WINDOW_TOPLEVEL);
    gtk_window_set_title(GTK_WINDOW(wnd), "AppLauncher");
    g_signal_connect(wnd, "destroy", G_CALLBACK(destroy), 0);
    GtkTable *table = GTK_TABLE(gtk_table_new(cmd_count(), 2, FALSE));
    gtk_container_add(GTK_CONTAINER(wnd), GTK_WIDGET(table));
    labels = malloc(cmd_count() * sizeof (entry));
    for (int i = 0; i < cmd_count(); i++) {
        create_labels(nth_command(i), labels + i);
        gtk_table_attach(table, labels[i].shortcut_label, 0, 1, i, i + 1,
                GTK_EXPAND, GTK_EXPAND, 2, 0);
        gtk_table_attach(table, labels[i].name_label, 1, 2, i, i + 1,
                GTK_EXPAND, GTK_EXPAND, 2, 0);
    }
    g_signal_connect(wnd, "key-press-event", G_CALLBACK(key_pressed), 0);
    gtk_window_position(GTK_WINDOW(wnd), GTK_WIN_POS_CENTER);
    gtk_widget_show_all(wnd);
    if (get_time() > 0) g_timeout_add_seconds(get_time(), timer_exit, 0);
    gtk_main();
    free(labels);
    return 0;
}
コード例 #3
0
// -------------------------------------------------------------------
// window to display spells available in mage guild
// -------------------------------------------------------------------
t_mage_guild_window::t_mage_guild_window( t_town const* town, t_army const* adjacent_army,
										  t_window* parent )
                   : t_window( k_completely_transparent, parent )
{
	t_screen_rect rect;
	t_screen_rect parent_rect;

	m_current_page = 0;

	// load bitmaps
	m_town = town;
	m_adjacent_army = adjacent_army;
	m_book_bitmaps = k_book_bitmaps.get();
	m_frame_bitmaps = k_frame_bitmaps.get();


	t_bitmap_layer const *	layer;
	t_window *				window;
	t_screen_point			origin(0,0);
	t_screen_point			book_origin(0,0);

	parent_rect = get_parent()->get_client_rect();
	if( parent_rect.width() >= 1024 )
	{
		int ndx = town->get_type() * 2;
		if( parent_rect.width() > 1024 )
			++ndx;

		assert( ndx < ELEMENTS_OF(k_background_bitmaps) );

		m_background_bitmaps = k_background_bitmaps[ndx].get();

		rect = m_background_bitmaps->get_rect();
		rect += (parent_rect.size() - rect.size()) / 2;

		// create background
		layer = m_background_bitmaps->find( "top" );
		window = new t_bitmap_layer_window( layer, origin, this );
		layer = m_background_bitmaps->find( "left" );
		window = new t_bitmap_layer_window( layer, origin, this );
		layer = m_background_bitmaps->find( "bottom" );
		window = new t_bitmap_layer_window( layer, origin, this );
		layer = m_background_bitmaps->find( "right" );
		window = new t_bitmap_layer_window( layer, origin, this );

		book_origin = m_background_bitmaps->find( "book_pages" )->get_rect().top_left();
	} else
		rect = parent_rect;

	init( rect );

	// create book
	t_window*      book;

	layer = m_book_bitmaps->find( "book_pages" );
	book = new t_bitmap_layer_window( layer, book_origin, this );
	rect = book->get_client_rect();
	m_index_window = new t_window( rect, k_completely_transparent, book );
	m_detail_window = new t_window( rect, k_completely_transparent, book );
	m_detail_window->set_visible( false );

	// create and sort spell list
	int                       i;
	t_guild_spell_list const& spells = m_town->get_spells();

	for (i = 0; i < spells.size(); i++)
	{
		if (spells[i].available)
			m_spells.push_back( spells[i].spell );
	}
	std::sort( m_spells.begin(), m_spells.end(), t_sort_spells());

	create_buttons( book_origin );
	create_spell_icons();
	create_labels();
	create_detail_page();
	create_hero_icons();

	// set up initial spell set visibility
	m_current_page = 1;
	change_spell_set_visibility( false );
	m_current_page = 0;
	change_spell_set_visibility( true );

	// set whether page buttons are visible or not
	if( m_icon_list[1].size() == 0 )
	{
		m_last_page_button->set_visible(false);
		m_next_page_button->set_visible(false);
	}
}