void Scene_GameItem::setItemByTag(int btnTag) { CCString str; UIButton* itemBtn = dynamic_cast<UIButton*>(ul->getWidgetByName(str.getCString())); if (itemBtn) { itemBtn->setTextures("./CocoStudioResources/ItemSelected.png", "./CocoStudioResources/ItemSelected.png", ""); } for (int i=0; i<4; i++) { str.initWithFormat("ItemBtn%d",i+1); UIButton* itemBtn = dynamic_cast<UIButton*>(ul->getWidgetByName(str.getCString())); if (itemBtn) { if (btnTag == i) { itemBtn->setTextures("./CocoStudioResources/ItemSelected.png", "./CocoStudioResources/ItemSelected.png", ""); }else { itemBtn->setTextures("./CocoStudioResources/ItemNoSelect.png", "./CocoStudioResources/ItemNoSelect.png", ""); } } } }
void GeneralGroupLogic::onEnter() { CCNode::onEnter(); // Create general buttons in game. for (UINT i = 0; i < m_generalData.size(); ++i) { UIButton* pButton = UIButton::create(); pButton->setWidgetTag(static_cast<int>(i)); pButton->setPosition(ccp(VisibleRect::right().x - 10, 30 * (1 + i) + 50)); pButton->setTouchEnable(true); // Set relationship between these picture with generalType. EGeneralType type = m_generalData[i]; pButton->setTextures(NormalPng[type], SelectedPng[type], DisablePng[type]); pButton->addReleaseEvent(this, coco_releaseselector(GeneralGroupLogic::GeneralBottonClicked)); pButton->addPushDownEvent(this, coco_releaseselector(GeneralGroupLogic::GeneralBottonPushDown)); pButton->setScale(0.5f); UiManager::Singleton().AddChildWidget(pButton); } }
bool UIPanelTest_Color::init() { if (UIScene::init()) { CCSize screenSize = CCDirector::sharedDirector()->getWinSize(); // Add the alert UILabel *alert = UILabel::create(); alert->setText("Panel color render"); alert->setFontName("Marker Felt"); alert->setFontSize(30); alert->setColor(ccc3(159, 168, 176)); alert->setPosition(ccp(screenSize.width / 2.0f, screenSize.height / 2.0f - alert->getRect().size.height * 2.925)); m_pUiLayer->addWidget(alert); UIPanel *background = dynamic_cast<UIPanel*>(m_pUiLayer->getWidgetByName("background_Panel")); // Create the panel with color render UIPanel* panel = UIPanel::create(); panel->setBackGroundColorType(PANEL_COLOR_SOLID); panel->setBackGroundColor(ccc3(128, 128, 128)); panel->setClippingEnable(true); panel->setSize(CCSizeMake(280, 150)); CCSize backgroundSize = background->getContentSize(); panel->setPosition(ccp((screenSize.width - backgroundSize.width) / 2 + (backgroundSize.width - panel->getRect().size.width) / 2, (screenSize.height - backgroundSize.height) / 2 + (backgroundSize.height - panel->getRect().size.height) / 2)); m_pUiLayer->addWidget(panel); UIButton* button = UIButton::create(); button->setTouchEnable(true); button->setTextures("cocosgui/animationbuttonnormal.png", "cocosgui/animationbuttonpressed.png", ""); button->setPosition(ccp(button->getRect().size.width / 2, panel->getRect().size.height - button->getRect().size.height / 2)); panel->addChild(button); UITextButton* textButton = UITextButton::create(); textButton->setTouchEnable(true); textButton->setTextures("cocosgui/backtotopnormal.png", "cocosgui/backtotoppressed.png", ""); textButton->setText("Text Button"); textButton->setPosition(ccp(panel->getRect().size.width / 2, panel->getRect().size.height / 2)); panel->addChild(textButton); UIZoomButton* zoomButton = UIZoomButton::create(); zoomButton->setTouchEnable(true); zoomButton->setTextures("cocosgui/button.png", "cocosgui/buttonHighlighted.png", "cocosgui/button.png"); zoomButton->setTitle("ControlButton", "ControlButton", "ControlButton"); zoomButton->setNormalFontSize(16); zoomButton->setNormalFontName("Marker Felt"); zoomButton->setPressedFontSize(16); zoomButton->setPressedFontName("Marker Felt"); zoomButton->setDisabledFontSize(16); zoomButton->setDisabledFontName("Marker Felt"); zoomButton->setPreferredSize(CCSizeMake(100, zoomButton->getContentSize().height * 2.0f)); zoomButton->setPosition(ccp(panel->getRect().size.width - zoomButton->getRect().size.width / 2, zoomButton->getRect().size.height / 2)); panel->addChild(zoomButton); return true; } return false; }
void Scene_GameItem::initData() { needGold = 0; //设置饭 UILabel* riceNumLabel = dynamic_cast<UILabel*>(ul->getWidgetByName("RiceNum")); int i = CPlayerInfoMan::sharedInstance().getPlayerInfo().nPower; if(i>=5) { riceNumLabel->setText("MAX"); riceNumLabel->setScale(0.8f); }else{ CCString riceNum; riceNum.initWithFormat("%d",CPlayerInfoMan::sharedInstance().getPlayerInfo().nPower); riceNumLabel->setText(riceNum.getCString()); } //装备等级. this->setLvNum(); //重置道具. for (int i=0; i<4; i++) { CCString imgStr; imgStr.initWithFormat("IsSelectImg_%d",i+1); UIImageView* img = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString())); img->setVisible(false); imgStr.initWithFormat("ItemBtn%d",i+1); UIButton* btn = dynamic_cast<UIButton*>(ul->getWidgetByName(imgStr.getCString())); btn->setTextures("./CocoStudioResources/ItemNoSelect.png", "./CocoStudioResources/ItemNoSelect.png", ""); } //获取游戏的道具信息 sGameInfoData* gameData = CGameInfoMan::sharedInstance().getChgTempData(GameShare_Global::shareGlobal()->gameType); //通过游戏的道具信息获取道具价钱. if (gameData) { //上面的强化的图片. for (int i=0; i<gameData->strengthenId.size(); ++i) { //获取玩家的这款游戏的强化信息. sMGameStrengthen mStrength; if (int tempResult = CPlayerInfoMan::sharedInstance().getMStrengthenByGameTag(GameShare_Global::shareGlobal()->gameType, i,mStrength)) { CCString imgStr; CCString imgStr_1; imgStr.initWithFormat("EquipImg%d",i+1); UIImageView* img = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString())); imgStr_1.initWithFormat("./CocoStudioResources/GameStrengthen/%d_x.png",mStrength.strengthenImg); img->setVisible(false); //装备按钮. imgStr.initWithFormat("EquipBtn%d",i+1); UIButton* equipBtn1 = dynamic_cast<UIButton*>(ul->getWidgetByName(imgStr.getCString())); imgStr.initWithFormat("./CocoStudioResources/GameStrengthen/%d_x.png",mStrength.strengthenImg); equipBtn1 -> setTextures(imgStr.getCString(), imgStr_1.getCString(), imgStr.getCString()); //锁 imgStr.initWithFormat("EquipLock%d",i+1); UIImageView* lock = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString())); if (mStrength.strengthenlv == 0) { // ccColor3B color = {128,128,128}; // equipBtn1->setColor(color); // lock->setVisible(true); }else { ccColor3B color = {255,255,255}; equipBtn1->setColor(color); lock->setVisible(false); } equipBtn1->setTag(i); //设置装备按钮的点击事件 equipBtn1->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::equipSuperCallBack)); //设置装备按钮无法点击 // if (tempResult == 2) { // equipBtn1->addReleaseEvent(NULL, NULL); // // }else{ // equipBtn1->addReleaseEvent(this, coco_releaseselector(Scene_GameItem::equipSuperCallBack)); // } } } for (int i=0; i<gameData->itemId.size(); ++i) { //初始化是否被选择 CCString imgStr; imgStr.initWithFormat("IsSelectImg_%d",i+1); UIImageView* img = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString())); img->setVisible(false); imgStr.initWithFormat("ItemBtn%d",i+1); UIButton* btn = dynamic_cast<UIButton*>(ul->getWidgetByName(imgStr.getCString())); btn->setTextures("./CocoStudioResources/ItemNoSelect.png", "./CocoStudioResources/ItemNoSelect.png", ""); //初始化显示图片. imgStr.initWithFormat("ItemImg%d",i+1); UIImageView* showImg = dynamic_cast<UIImageView*>(ul->getWidgetByName(imgStr.getCString())); sItemData* itemData = CGameInfoMan::sharedInstance().getItemDate(GameShare_Global::shareGlobal()->gameType, i); if (itemData) { CCString imgStr; //设置图片 imgStr.initWithFormat("./CocoStudioResources/GameItem/%d.png",itemData->ItemImg); showImg->setTexture(imgStr.getCString()); imgStr.initWithFormat("ItemBtn_Img_%d",i+1); UIWidget* pImgGold = ul->getWidgetByName(imgStr.getCString()); //设置金币. imgStr.initWithFormat("ItemBtn_Label_%d",i+1); UILabel* label = dynamic_cast<UILabel*>(ul->getWidgetByName(imgStr.getCString())); CCString valueStr; pImgGold->setVisible(true); SClientItemData* pItem = CItemMan::sharedInstance().getItem(itemData->ItemId); if (pItem&&pItem->fNum > 0) { pImgGold->setVisible(false); valueStr.initWithFormat("%d",(int)pItem->fNum); }else { valueStr.initWithFormat("%d",itemData->CurrencyValue); } label->setText(valueStr.getCString()); } } } //下面的提示信息. UILabel* itemInfo = dynamic_cast<UILabel*>(ul->getWidgetByName("Label_591")); itemInfo->setText(GET_STRING_CSV(1010000024)); }