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AMimedData#

Mime-type data associated storage.

Header:#include <AUI/Util/AMimedData.h>
CMake:aui_link(my_target PUBLIC aui::views)

Public Methods#

setText#


void AMimedData::setText(const AString& text)

Sets "text/plain".

Examples#

examples/app/fractal/src/JumpToCoordsWindow.cpp

Fractal Example - Fractal viewer application demonstrating usage of custom shaders.

    auto im = _new<ATextField>();
    auto scale = _new<ATextField>();

    auto pos = fractalView->getPlotPosition();
    re->setText(AString::number(pos.x));
    im->setText(AString::number(pos.y));
    scale->setText(AString::number(fractalView->getPlotScale()));

    setContents(Vertical {
      _form({
examples/app/fractal/src/FractalWindow.cpp

Fractal Example - Fractal viewer application demonstrating usage of custom shaders.

    }

    auto fractal = _new<FractalView>();
    connect(fractal->centerPosChanged, this, [centerPosDisplay](const glm::dvec2& newPos, double scale) {
        centerPosDisplay->setText("Center position: {} {}, scale: {}"_format(newPos.x, -newPos.y, scale));
    });

    setContents(Horizontal {
      Stacked::Expanding {
        fractal,
examples/app/game_of_life/src/main.cpp

Game of Life - Game of Life implementation that uses advanced large dynamic data rendering techniques such as ITexture, AImage to be GPU friendly. The computation is performed in AThreadPool.

                      connect(it->clicked, AUI_SLOT(mCells)::randomize);
                  },
              _new<AButton>() AUI_LET {
                      it & mCells.isRunning > [](AButton& b, bool isRunning) {
                          b.setText(isRunning ? "Pause" : "Run");
                      };
                      connect(it->clicked, [&] { mCells.isRunning = !mCells.isRunning; });
                  },
            },
          },
examples/app/minesweeper/src/NewGameWindow.cpp

Minesweeper Game - Minesweeper game implementation driven by ass.

        case 8:
            text += "low";
            break;
    }
    mDifficultyLabel->setText(text);
}

NewGameWindow::NewGameWindow(MinesweeperWindow* minesweeper)
  : AWindow("New game", 100, 100, minesweeper), mMinesweeper(minesweeper) {
    setWindowStyle(WindowStyle::MODAL);