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C# MenuCommand类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中MenuCommand的典型用法代码示例。如果您正苦于以下问题:C# MenuCommand类的具体用法?C# MenuCommand怎么用?C# MenuCommand使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



MenuCommand类属于命名空间,在下文中一共展示了MenuCommand类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: AddRenameCommand

		void AddRenameCommand(IClass c, List<ToolStripItem> resultItems)
		{
			var cmd = new MenuCommand("${res:SharpDevelop.Refactoring.RenameCommand}", Rename);
			cmd.ShortcutKeys = MenuCommand.ParseShortcut("Control|R");
			cmd.Tag = c;
			resultItems.Add(cmd);
		}
开发者ID:Bombadil77,项目名称:SharpDevelop,代码行数:7,代码来源:ClassRefactoringSubmenuBuilder.cs


示例2: SaveMeshInPlace

    public static void SaveMeshInPlace(MenuCommand menuCommand)
    {
        VoxelMesh vm = menuCommand.context as VoxelMesh;

        SaveVoxelStruct(vm);

    }
开发者ID:cedric-demongivert,项目名称:unity-voxel,代码行数:7,代码来源:VoxelSaverEditor.cs


示例3: AddAccordionElement

 public static void AddAccordionElement(MenuCommand menuCommand)
 {
     GameObject go = CreateUIElementRoot("Accordion Element", menuCommand, s_ThickGUIElementSize);
     go.AddComponent<LayoutElement>();
     go.AddComponent<AccordionElement>();
     Selection.activeGameObject = go;
 }
开发者ID:renketsu0,项目名称:oculus_data_vis,代码行数:7,代码来源:UIExtensionsMenuOptions.cs


示例4: PopupMenu

    /// <summary>
    /// Display the popup menu for this row
    /// </summary>
    /// <param name="parent">The parent control</param>
    /// <param name="x">X coordinate of menu</param>
    /// <param name="y">Y coordinate of menu</param>
    public void PopupMenu( System.Windows.Forms.Control parent , int x , int y )
    {
        // Use reflection to get the list of popup menu commands
        MemberInfo[]  members = this.GetType().FindMembers ( MemberTypes.Method ,
          BindingFlags.Public | BindingFlags.Instance ,
          new System.Reflection.MemberFilter ( Filter ) ,
          null ) ;

        if ( members.Length > 0 )
        {
          // Create a context menu
          ContextMenu   menu = new ContextMenu ( ) ;

          // Now loop through those members and generate the popup menu
          // Note the cast to MethodInfo in the foreach
          foreach ( MethodInfo meth in members )
          {
        // Get the caption for the operation from the ContextMenuAttribute
        ContextMenuAttribute[]  ctx = (ContextMenuAttribute[]) meth.GetCustomAttributes ( typeof ( ContextMenuAttribute ) , true ) ;

        MenuCommand  callback = new MenuCommand ( this , meth ) ;
        MenuItem      item = new MenuItem ( ctx[0].Caption , new EventHandler ( callback.Execute ) ) ;

        item.DefaultItem = ctx[0].Default ;

        menu.MenuItems.Add ( item ) ;
          }

          System.Drawing.Point  pt = new System.Drawing.Point ( x , y ) ;
          menu.Show ( parent , pt ) ;
        }
    }
开发者ID:alannet,项目名称:example,代码行数:38,代码来源:Data.cs


示例5: ValidateSliceUsingXML

    public static bool ValidateSliceUsingXML(MenuCommand command) {
        var textureImporter = command.context as TextureImporter;

        //valid only if the texture type is 'sprite' or 'advanced'.
        return textureImporter && textureImporter.textureType == TextureImporterType.Sprite ||
               textureImporter.textureType == TextureImporterType.Advanced;
    }
开发者ID:andresfelipemendez,项目名称:drone,代码行数:7,代码来源:TextureAtlasSlicer.cs


示例6: ExtractCubemap

    public static void ExtractCubemap(MenuCommand mc)
    {
        var path = AssetDatabase.GetAssetPath(mc.context);

        if (string.IsNullOrEmpty(path) == false)
        {
            var assets = AssetDatabase.LoadAllAssetsAtPath(path);

            if (RemoveExtension(ref path) == true)
            {
                foreach (var asset in assets)
                {
                    var cubemap = asset as Cubemap;

                    if (cubemap != null)
                    {
                        SaveCubemapFace(cubemap, CubemapFace.NegativeX, path);
                        SaveCubemapFace(cubemap, CubemapFace.NegativeY, path);
                        SaveCubemapFace(cubemap, CubemapFace.NegativeZ, path);
                        SaveCubemapFace(cubemap, CubemapFace.PositiveX, path);
                        SaveCubemapFace(cubemap, CubemapFace.PositiveY, path);
                        SaveCubemapFace(cubemap, CubemapFace.PositiveZ, path);
                    }
                }
            }
        }
    }
开发者ID:JasonSlingsCode,项目名称:Mindjammer,代码行数:27,代码来源:SgtExtractCubemap.cs


示例7: ValidateSliceUsingXML

    public static bool ValidateSliceUsingXML(MenuCommand cmd)
    {
        TextureImporter importer = cmd.context as TextureImporter;

        return importer != null &&
            (importer.textureType == TextureImporterType.Sprite || importer.textureType == TextureImporterType.Advanced);
    }
开发者ID:CastleWSC,项目名称:SpriteSheetSlicer,代码行数:7,代码来源:XMLSpriteSlicer.cs


示例8: AddGNStringText

    private static void AddGNStringText(MenuCommand menuCommand)
    {
        GameObject go = new GameObject("Text");
        GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject);
        if(go.GetComponentInParent<Canvas>()== null)
        {
            var canvas = Object.FindObjectOfType<Canvas>();
            if(canvas == null)
            {
                var goCanvas = new GameObject("Canvas");
                canvas = goCanvas.AddComponent<Canvas>();
                canvas.renderMode = RenderMode.ScreenSpaceOverlay;
                goCanvas.AddComponent<UnityEngine.UI.CanvasScaler>();
                goCanvas.AddComponent<UnityEngine.UI.GraphicRaycaster>();
            }

            go.transform.SetParent(canvas.transform);
            go.transform.localPosition = Vector3.zero;
        }

        go.AddComponent<GNText>();
        Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
        Selection.activeObject = go;

        if(GNStringManager.instance == null)
        {
            var sm = new GameObject("StringManager");
            sm.AddComponent<GNStringManager>();
        }

        
    }
开发者ID:geniikw,项目名称:GNStringPackage,代码行数:32,代码来源:GNStringStaticClass.cs


示例9: AddButton

        public static void AddButton(MenuCommand menuCommand)
        {
            GameObject buttonRoot = CreateUIElementRoot("Button", menuCommand, s_ThickGUIElementSize);

            GameObject childText = new GameObject("Text");
            GameObjectUtility.SetParentAndAlign(childText, buttonRoot);

            Image image = buttonRoot.AddComponent<Image>();
            image.sprite = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
            image.type = Image.Type.Sliced;
            image.color = s_DefaultSelectableColor;

            Button bt = buttonRoot.AddComponent<Button>();
            SetDefaultColorTransitionValues(bt);

            Text text = childText.AddComponent<Text>();
            text.text = "Button";
            text.alignment = TextAnchor.MiddleCenter;
            SetDefaultTextValues(text);

            RectTransform textRectTransform = childText.GetComponent<RectTransform>();
            textRectTransform.anchorMin = Vector2.zero;
            textRectTransform.anchorMax = Vector2.one;
            textRectTransform.sizeDelta = Vector2.zero;
        }
开发者ID:Reshille,项目名称:Gentlemanners,代码行数:25,代码来源:MenuOptions.cs


示例10: DoSomethingAll

 static void DoSomethingAll(MenuCommand theCommand)
 {
     List<Object> aList = new List<Object>();
     aList.Add(((Component)theCommand.context).gameObject);
     aList.AddRange(((Component)theCommand.context).GetComponents<Component>());
     Search(aList.ToArray());
 }
开发者ID:numaiomul,项目名称:MDV,代码行数:7,代码来源:KGFWindowSceneReferences.cs


示例11: SliceUsingXML

    public static void SliceUsingXML(MenuCommand cmd)
    {
        TextureImporter importer = cmd.context as TextureImporter;

        XMLSpriteSlicer window = ScriptableObject.CreateInstance<XMLSpriteSlicer>();
        window._textureImporter = importer;
        window.ShowUtility();
    }
开发者ID:CastleWSC,项目名称:SpriteSheetSlicer,代码行数:8,代码来源:XMLSpriteSlicer.cs


示例12: Create_DialogueCanvas

 private static void Create_DialogueCanvas(MenuCommand menuCommand)
 {
     GameObject go = Instantiate(Resources.Load("VN Engine/DialogueCanvas", typeof(GameObject))) as GameObject;     // Create new object
     go.name = "DialogueCanvas";
     GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); // Parent the new object
     Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);    // Register the creation in the undo system
     Selection.activeObject = go;
 }
开发者ID:sutatsu,项目名称:Spirit-Mecha,代码行数:8,代码来源:VN+Engine+Editor.cs


示例13: CreatePipLight

 static void CreatePipLight(MenuCommand menuCommand)
 {
     GameObject go = new GameObject ("Pip Light");
     go.AddComponent<PipLight> ();
     GameObjectUtility.SetParentAndAlign (go, menuCommand.context as GameObject);
     Undo.RegisterCreatedObjectUndo (go, "Create " + go.name);
     Selection.activeObject = go;
 }
开发者ID:dvdkouril,项目名称:cellVIEW_volumetric,代码行数:8,代码来源:CustomLightEditor.cs


示例14: BuildMenuByFile

		ToolStripItem[] BuildMenuByFile(ICollection<INavigationPoint> points, int additionalItems)
		{
			Dictionary<string, List<INavigationPoint>> files =
				new Dictionary<string, List<INavigationPoint>>();
			List<string> fileNames = new List<string>();
			
			foreach (INavigationPoint p in points) {
				if (p.FileName==null) {
					throw new ApplicationException("should not get here!");
				}
				if (!fileNames.Contains(p.FileName)) {
					fileNames.Add(p.FileName);
					files.Add(p.FileName, new List<INavigationPoint>());
				}
				if (!files[p.FileName].Contains(p)) {
					files[p.FileName].Add(p);
				}
			}
			
			fileNames.Sort();
			
			ToolStripItem[] items =
				new ToolStripItem[fileNames.Count + additionalItems];
			ToolStripMenuItem containerItem = null;
			MenuCommand cmd = null;
			int i = 0;
			
			foreach (string fname in fileNames) {
				
				// create a menu bucket
				containerItem = new ToolStripMenuItem();
				containerItem.Text = System.IO.Path.GetFileName(fname);
				containerItem.ToolTipText = fname;
				
				// sort and populate the bucket's contents
//				files[fname].Sort();
				foreach(INavigationPoint p in files[fname]) {
					cmd = new MenuCommand(p.Description, new EventHandler(NavigateTo));
					cmd.Tag = p;
					containerItem.DropDownItems.Add(cmd);
				}
				
				// if there's only one nested item, add it
				// to the result directly, ignoring the bucket
//				if (containerItem.DropDownItems.Count==1) {
//					items[i] = containerItem.DropDownItems[0];
//					items[i].Text = ((INavigationPoint)items[i].Tag).FullDescription;
//					i++;
//				} else {
//					// add the bucket to the result
//					items[i++] = containerItem;
//				}
				// add the bucket to the result
				items[i++] = containerItem;
			}
			
			return items;
		}
开发者ID:kingjiang,项目名称:SharpDevelopLite,代码行数:58,代码来源:MenuItemBuilders.cs


示例15: SliceUsingXML

    public static void SliceUsingXML(MenuCommand command) {
        var textureImporter = command.context as TextureImporter;

        var window = CreateInstance<TextureAtlasSlicer>();

        window.importer = textureImporter;

        window.ShowUtility();
    }
开发者ID:andresfelipemendez,项目名称:drone,代码行数:9,代码来源:TextureAtlasSlicer.cs


示例16: Change_Conversation

    private static void Change_Conversation(MenuCommand menuCommand)
    {
        GameObject go = new GameObject("Change Conversation");     // Create new object
        GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); // Parent the new object
        Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);    // Register the creation in the undo system
        Selection.activeObject = go;

        go.AddComponent<ChangeConversationNode>();
    }
开发者ID:sutatsu,项目名称:Spirit-Mecha,代码行数:9,代码来源:VN+Engine+Editor.cs


示例17: Exit_All_Actors

    private static void Exit_All_Actors(MenuCommand menuCommand)
    {
        GameObject go = new GameObject("Exit All Actors");     // Create new object
        GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); // Parent the new object
        Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);    // Register the creation in the undo system
        Selection.activeObject = go;

        go.AddComponent<ExitAllActorsNode>();
    }
开发者ID:sutatsu,项目名称:Spirit-Mecha,代码行数:9,代码来源:VN+Engine+Editor.cs


示例18: AddAccordionGroup

 public static void AddAccordionGroup(MenuCommand menuCommand)
 {
     GameObject go = CreateUIElementRoot("Accordion Group", menuCommand, s_ThickGUIElementSize);
     go.AddComponent<VerticalLayoutGroup>();
     go.AddComponent<ContentSizeFitter>();
     go.AddComponent<ToggleGroup>();
     go.AddComponent<Accordion>();
     Selection.activeGameObject = go;
 }
开发者ID:renketsu0,项目名称:oculus_data_vis,代码行数:9,代码来源:UIExtensionsMenuOptions.cs


示例19: splitButton1_ButtonClick

 private void splitButton1_ButtonClick(object sender, EventArgs e)
 {
     var cmd = new MenuCommand()
     {
         Name = this.presenter.Validators[0],
         presenter = this.presenter
     };
     cmd.SplitHandler(this, e);
 }
开发者ID:yaronn,项目名称:WsiHero,代码行数:9,代码来源:WsiUi.cs


示例20: CheckAddCommandToTwoContexts

        public void CheckAddCommandToTwoContexts()
        {
            var ctx1 = new MenuContext (string.Empty, string.Empty);
            var ctx2 = new MenuContext (string.Empty, string.Empty);

            var cmd = new MenuCommand (string.Empty, string.Empty);

            ctx1.AddCommand (cmd);
            ctx2.AddCommand (cmd);
        }
开发者ID:victorsamun,项目名称:NSimulator,代码行数:10,代码来源:MenuContext_Test.cs



注:本文中的MenuCommand类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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上一篇:
C# MenuEventArgs类代码示例发布时间:2022-05-24
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C# MenuButton类代码示例发布时间:2022-05-24
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