m_rootNode = CSLoader::createNode("Main.csb");//Node指针
pLayerUI = static_cast<ui::Widget*>(m_rootNode);//ui::Widget指针
if (!pLayerUI)
{
return false;
}
auto theDirector = Director::getInstance();
pLayerUI->setContentSize(theDirector->getWinSize());
ui::Helper::doLayout(pLayerUI);
this->addChild(pLayerUI);
pLayerUI->setVisible(true);
得到根节点后用seekWidgetByName和getChildByName函数获得其他节点。
按钮:
m_recordBtn = static_cast<ui::Button*>(ui::Helper::seekWidgetByName(pLayerUI, "win_record_btn"));
m_recordBtn->addClickEventListener(CC_CALLBACK_1(MyLottery::RecordBtnClick, this));
m_turntableSprite = (Sprite*)(pLayerUI->getChildByName("win_list_bg")->getChildByName("lottery_items"));
图片:
auto m_lotteryPicture = (ui::ImageView*)pLayerUI->getChildByName("win_list_bg")->getChildByName("lottery_items")->getChildByName(s);
m_lotteryPicture->loadTexture(m_lotteryItemMap[i].ImagePath);
文本:
auto m_itemName = (ui::Text*)pLayerUI->getChildByName("win_list_bg")->getChildByName("lottery_items")->getChildByName(s2);
m_itemName->setString(m_lotteryItemMap[i].ItemName);
容器:
m_winList = (ui::ListView*)pLayerUI->getChildByName("win_list_bg")->getChildByName("ListView");