本文整理汇总了C++中AddCommand函数的典型用法代码示例。如果您正苦于以下问题:C++ AddCommand函数的具体用法?C++ AddCommand怎么用?C++ AddCommand使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了AddCommand函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ModuleBase
ModuleInput::ModuleInput() : ModuleBase("Input")
{
VarInputRawInput = AddVariableInt("RawInput", "rawinput", "Enables raw mouse input with no acceleration applied", eCommandFlagsArchived, 1, VariableInputRawInputUpdate);
VarInputRawInput->ValueIntMin = 0;
VarInputRawInput->ValueIntMax = 1;
AddCommand("Bind", "bind", "Binds a command to a key", eCommandFlagsNone, CommandBind, { "key", "[+]command", "arguments" });
Patches::Input::RegisterDefaultInputHandler(KeyboardUpdated);
AddCommand("UIButtonPress", "ui_btn_press", "Emulates a gamepad button press on UI menus", eCommandFlagsNone, CommandUIButtonPress, { "btnCode The code of the button to press" });
CommandBindControllerAction = AddCommand("ControllerAction", "controller", "Binds an in-game action to a controller button", eCommandFlagsNone, ::CommandBindControllerAction, { "action The name of the action to bind", "button The button name" });
CommandBindKeyboardAction = AddCommand("KeyboardAction", "keyboard", "Binds an in-game action to keyboard keys or mouse buttons", eCommandFlagsNone, ::CommandBindKeyboardAction, { "action The name of the action to bind", "[primary] The primary key name", "[secondary] The secondary key name" });
#ifdef _DEBUG
AddCommand("DebugBindings", "debugbindings", "Dumps the input bindings table", eCommandFlagsNone, CommandDumpBindings);
#endif
VarControllerSensitivityX = AddVariableFloat("ControllerSensitivityX", "xsens", "Horizontal controller look sensitivity", eCommandFlagsArchived, 120, VariableControllerSensitivityXUpdated);
VarControllerSensitivityY = AddVariableFloat("ControllerSensitivityY", "ysens", "Vertical controller look sensitivity", eCommandFlagsArchived, 60, VariableControllerSensitivityYUpdated);
LoadDefaultBindings();
BuildSettingsMenu();
// Default command bindings (TODO: port bind saving code from recode)
commandBindings[eKeyCodeA].command = { "ui_btn_press", "0" }; // A
commandBindings[eKeyCodeB].command = { "ui_btn_press", "1" }; // B
commandBindings[eKeyCodeEnd].command = { "ui_btn_press", "1" }; // B
commandBindings[eKeyCodeHome].command = { "ui_btn_press", "2" }; // X
}
示例2: InitializePlugin
// Called once, when the plugin is to initialize
PLUGIN_API VOID InitializePlugin(VOID)
{
bzsrchhandle = CreateMutex(NULL, FALSE, NULL);
DebugSpewAlways("Initializing MQ2Bzsrch");
LoadMQ2Plugin("MQ2ItemDisplay");
HMODULE h = LoadLibrary("MQ2ItemDisplay.dll");
if (!h) {
pg_Item = NULL;
}
else {
pg_Item = (ITEMINFO *)GetProcAddress(h, "g_Item");
}
FreeLibrary(h);
// Add commands, macro parameters, hooks, etc.
AddCommand("/bzsrch",BzSrchMe);
AddCommand("/breset",BzSrchMe);
AddCommand("/mq2bzsrch",MQ2BzSrch);
//AddCommand("/pricecheck",bzpc);
AddMQ2Data("Bazaar",dataBazaar); // cc - added, but not using TLO yet
EzDetour(CBazaarSearchWnd__HandleBazaarMsg,&BzSrchHook::BzDetour,&BzSrchHook::BzTrampoline);
pBazaarType = new MQ2BazaarType;
pBazaarItemType = new MQ2BazaarItemType;
}
示例3: InitPlugin
int InitPlugin(void)
{
if(Inited == TRUE)
return FALSE;
Inited = TRUE;
AddCommand("info", Command_Info);
AddCommand("tileinfo", Command_TileInfo);
/* not quite sure if this is needed */
/* InitCommonControls(); */
LayersWnd = CreateDialog(DLLInst, MAKEINTRESOURCE(DIALOG_LAYERINFO), GetMainTabWindow(), (DLGPROC)LayersDlgProc);
PlayersWnd = CreateDialog(DLLInst, MAKEINTRESOURCE(DIALOG_PLAYERINFO), GetMainTabWindow(), (DLGPROC)PlayersDlgProc);
if(LayersWnd == NULL || PlayersWnd == NULL)
MBOut("INFO PLUGIN", "Could not create the dialog");
else
{
AddTab(LayersWnd, "Layers", FALSE);
AddTab(PlayersWnd, "Players", FALSE);
}
return TRUE;
}
示例4: mbInCapturePlayer
//--------------------------------------------------------------------------
/// Default constructor for NextGenLayerManager.
//--------------------------------------------------------------------------
ModernAPILayerManager::ModernAPILayerManager() :
mbInCapturePlayer(false),
mbTraceTriggeredFromKeypress(false),
m_captureType(CaptureType_LinkedTrace),
m_captureCount(1)
{
// Command that collects a CPU and GPU trace from the same frame.
AddCommand(CONTENT_TEXT, "FrameCaptureWithSave", "FrameCaptureWithSave", "FrameCaptureWithSave", NO_DISPLAY, NO_INCLUDE, mCmdFrameCaptureWithSave);
// Command to set the session name
AddCommand(CONTENT_TEXT, "SetSessionName", "SetSessionName", "SetSessionName.txt", DISPLAY, INCLUDE, mCmdSetSessionName);
mCmdSetSessionName.SetEditableContentAutoReply(false);
// Command to set the project name
AddCommand(CONTENT_TEXT, "SetProjectName", "SetProjectName", "SetProjectName.txt", DISPLAY, INCLUDE, mCmdSetProjectName);
mCmdSetProjectName.SetEditableContentAutoReply(false);
#if ENABLE_TRACE_ON_KEYPRESS
// Bind the keyboard's keypress callback to our virtual "OnKeyPressed" function. We can override if wherever we need to use it.
std::function<void(int, WPARAM, LPARAM)> onKeyPressedHandler =
std::bind(&ModernAPILayerManager::OnKeyPressed, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3);
osKeyboardListener::Instance().SetOnKbPressedCallback(onKeyPressedHandler);
#endif // ENABLE_TRACE_ON_KEYPRESS
}
示例5: openDoors
DllExclusive void FactoryCommandSupplier::AddCommandsToUnit(Unit* unit)
{
auto commands = unit->GetCommands();
FactoryOpenDoorsCommand* openDoors(xNew1(FactoryOpenDoorsCommand, unit));
FactoryCloseDoorsCommand* closeDoors(xNew1(FactoryCloseDoorsCommand, unit));
commands->AddCommand(GetTypeId<FactoryOpenDoorsCommand>(), openDoors, 0);
commands->AddCommand(GetTypeId<FactoryCloseDoorsCommand>(), closeDoors, 0);
}
示例6: InitApplication
// Init this application. Register your
// commands, reactors...
void InitApplication()
{
// NOTE: DO NOT edit the following lines.
//{{AFX_ARX_INIT
AddCommand("ASDK", "BLOCKVIEW", "BVIEW", ACRX_CMD_MODAL, AsdkBlockView);
AddCommand("ASDK", "CONFIGGS", "CONFIGGS", ACRX_CMD_TRANSPARENT | ACRX_CMD_USEPICKSET, AsdkConfigGS);
//}}AFX_ARX_INIT
}
示例7: AddCommand
void CCommandSystem::RegisterCommands()
{
AddCommand("/q", Util::Quit);
// Funkcje do zarz¹dzania zasobami. TODO! Dodanie sprawdzania czy zasób istnieje etc.
AddCommand("/loadresource", LoadRes);
AddCommand("/unloadresource", UnLoadRes);
AddCommand("/restartresource", ReStartRes);
}
示例8: m_bEscape
mmConsole::mmClient::mmClient(std::wstring const & p_sTitle)
: m_bEscape(false),
m_bNavigate(false),
m_sPositionInHistory(m_sHistory.begin()),
m_psCommand(NULL),
m_sPrompt(L">> "),
m_psImageStructure(new mmImages::mmImageStructure(NULL)),
m_psMethodsContainer(mmInterfaceInitializers::CreateDefaultImagesCalculationMethodContainer(NULL)),
m_psCalculationManager(new mmImages::mmImagesCalculationManagement(3, NULL))
{
::SetConsoleTitleW(p_sTitle.c_str());
AddCommand(new mmCommands::mmQuit());
AddCommand(new mmCommands::mmLoad(m_psImageStructure.get()));
AddCommand(new mmCommands::mmSave(m_psImageStructure.get()));
AddCommand(new mmCommands::mmPreview(m_psImageStructure.get()));
AddCommand(new mmCommands::mmStructureInfo(m_psImageStructure.get()));
AddCommand(new mmCommands::mmImageUtils::mmRename(m_psImageStructure.get()));
AddCommand(new mmCommands::mmImageUtils::mmResize(m_psImageStructure.get()));
AddCommand(new mmCommands::mmImageUtils::mmClean(m_psImageStructure.get()));
std::vector<mmImages::mmImagesCalculationMethodI::sCalculationMethodParams> v_sMethods = m_psMethodsContainer->GetAvailableImagesCalculationMethods();
std::map<std::wstring, std::wstring> v_sMethodFileMapping = m_psMethodsContainer->GetMethodFileMapping();
for(std::size_t v_iI = 0; v_iI < v_sMethods.size(); ++v_iI) {
std::wstring v_sNamespace = v_sMethodFileMapping[v_sMethods[v_iI].sIDName];
v_sNamespace = v_sNamespace.substr(v_sNamespace.find_last_of('\\') + 1);
v_sNamespace = v_sNamespace.substr(0, v_sNamespace.find_last_of('.'));
AddCommand(new mmCommands::mmExternalCommand(v_sMethods[v_iI].sIDName, v_sMethods[v_iI].sCommand, v_sMethods[v_iI].sAutoParams.sInParams, m_psMethodsContainer.get(), m_psCalculationManager.get(), m_psImageStructure.get()), v_sNamespace);
}
std::transform(m_sCommands.begin(), m_sCommands.end(), std::back_inserter(m_sCommandNames), CommandToName<mmCommands::mmCommand*>);
std::sort(m_sCommandNames.begin(), m_sCommandNames.end(), SortCaseInsensitive);
}
示例9: InitApplication
// Init this application. Register your
// commands, reactors...
void InitApplication()
{
// NOTE: DO NOT edit the following lines.
//{{AFX_ARX_INIT
AddCommand("ASDK", "MYINPUT", "MYINPUT", ACRX_CMD_TRANSPARENT | ACRX_CMD_USEPICKSET, asdkmyinput);
AddCommand("ASDK", "MYSELECT", "MYSELECT", ACRX_CMD_TRANSPARENT | ACRX_CMD_USEPICKSET, asdkmyselect);
//}}AFX_ARX_INIT
// TODO: add your initialization functions
}
示例10: wxTextCtrl
CliCtrl::CliCtrl(wxWindow* parent, wxWindowID id, const wxString& value, const wxPoint& pos, const wxSize& size, int style)
: wxTextCtrl(parent, id, value, pos, size, style/*, wxTextValidator(wxFILTER_ALPHA)*/)
, m_CachedCmd(10)
{
SetBackgroundColour(wxColor("#000000"));
SetForegroundColour(wxColor("#ffffff"));
SetInsertionPointEnd();
AddCommand("ls", "list files");
AddCommand("mkdir", "create dir");
AddCommand("mkfs", "-t ext3");
}
示例11: m_pParent
//=============================================================================
/// CommandProcessor class
//=============================================================================
//--------------------------------------------------------------------------
/// constructors
//--------------------------------------------------------------------------
CommandProcessor::CommandProcessor()
: m_pParent(NULL),
m_eDisplayMode(DISPLAY) // Default to show in UI.
{
m_strTagName = "";
m_strID = "";
m_strDisplayName = "";
AddCommand(CONTENT_XML, "CommandTree", "Command Tree", "CommandTree.xml", NO_DISPLAY, NO_INCLUDE, m_commandTreeResponse);
AddCommand(CONTENT_XML, "Settings", "Settings", "settings.xml", NO_DISPLAY, NO_INCLUDE, m_xmlResponse);
AddCommand(CONTENT_TEXT, "CommandList", "Command List", "commands", NO_DISPLAY, NO_INCLUDE, m_commandListResponse);
}
示例12: getFacilities
// New functions
void InheritanceVectorPart::InitializeEx(CComPtr<IMgaProject>& pProject, CComPtr<IMgaMetaPart>& pPart, CComPtr<IMgaFCO>& pFCO,
HWND parentWnd, PreferenceMap& preferences)
{
TriangleVectorPart::InitializeEx(pProject, pPart, pFCO, parentWnd, preferences);
if (m_inheritanceType == ImplementationInheritance || m_inheritanceType == InterfaceInheritance) {
getFacilities().getMetaFCO(pPart, m_spMetaFCO);
bool bColor = false;
COLORREF crColor = COLOR_BLACK;
PreferenceMap::iterator it = preferences.find(PREF_COLOR);
if (it != preferences.end()) {
bColor = true;
crColor = it->second.uValue.crValue;
} else {
bColor = getFacilities().getPreference(pFCO, m_spMetaFCO, PREF_COLOR, crColor);
}
AbsoluteCoordCommand* colorCmd = new AbsoluteCoordCommand(crColor);
AbsoluteCoordCommand* grayedCmd = new AbsoluteCoordCommand(COLOR_GRAYED_OUT);
m_coordCommands.push_back(colorCmd);
m_coordCommands.push_back(grayedCmd);
unsigned long size = m_coordCommands.size();
AddCommand(VectorCommand(colorCmd, grayedCmd, VectorCommand::SelectBrush));
// Add four coordinates for the inner circle boundaries
ComplexCoordCommand* ellipseLeft = new ComplexCoordCommand(LeftMost, 0.5 - 0.25 * INHERITANCE_RATIO);
ellipseLeft->AddCommand(RightMost, 0.5 + 0.25 * INHERITANCE_RATIO, CoordAdd);
ellipseLeft->AddCommand(OneConstant, 1.0, CoordAdd); // correction in case of small sizes
ComplexCoordCommand* ellipseTop = new ComplexCoordCommand(TopMost, 1.0 / 3.0 - 0.25);
ellipseTop->AddCommand(BottomMost, 2.0 / 3.0 + 0.25, CoordAdd);
ComplexCoordCommand* ellipseRight = new ComplexCoordCommand(LeftMost, 0.5 + 0.25 * INHERITANCE_RATIO);
ellipseRight->AddCommand(RightMost, 0.5 - 0.25 * INHERITANCE_RATIO, CoordAdd);
ComplexCoordCommand* ellipseBottom = new ComplexCoordCommand(TopMost, 1.0 / 3.0 + 0.25);
ellipseBottom->AddCommand(BottomMost, 2.0 / 3.0 - 0.25, CoordAdd);
m_coordCommands.push_back(ellipseLeft);
m_coordCommands.push_back(ellipseTop);
m_coordCommands.push_back(ellipseRight);
m_coordCommands.push_back(ellipseBottom);
size = m_coordCommands.size();
if (m_inheritanceType == InterfaceInheritance)
AddCommand(VectorCommand(m_coordCommands[size - 4],
m_coordCommands[size - 3],
m_coordCommands[size - 2],
m_coordCommands[size - 1],
VectorCommand::DrawEllipse));
if (m_inheritanceType == ImplementationInheritance)
AddCommand(VectorCommand(m_coordCommands[size - 4],
m_coordCommands[size - 3],
m_coordCommands[size - 2],
m_coordCommands[size - 1],
VectorCommand::FillEllipse));
}
}
示例13: InitApplication
// Init this application. Register your
// commands, reactors...
void InitApplication()
{
if (FAILED(DllRegisterServer()))
acutPrintf("\nFailed to register.");//dbx safe
// NOTE: DO NOT edit the following lines.
//{{AFX_ARX_INIT
AddCommand("ASDKETRANSMIT", "ADDNOTIFIER", "ADDNOTIFIER", ACRX_CMD_SESSION, AsdkeTransmitAddNotifier);
AddCommand("ASDKETRANSMIT", "REMOVENOTIFIER", "REMOVENOTIFIER", ACRX_CMD_SESSION, AsdkeTransmitRemoveNotifier);
//}}AFX_ARX_INIT
// TODO: add your initialization functions
}
示例14: ModuleBase
ElModules::ElModules() : ModuleBase("")
{
ModuleGame::Instance();
ModulePlayer::Instance();
ModuleServer::Instance();
ModuleCamera::Instance();
ModuleInput::Instance();
ModuleIRC::Instance();
AddCommand("Help", "help", "Displays this help text", eCommandFlagsNone, CommandHelp);
AddCommand("Execute", "exec", "Executes a list of commands", eCommandFlagsNone, CommandExecute, { "filename(string) The list of commands to execute" });
AddCommand("WriteConfig", "config_write", "Writes the ElDewrito config file", eCommandFlagsNone, CommandWriteConfig, { "filename(string) Optional, the filename to write the config to" });
CommandMap::Instance().FinishAddCommands(); // call this so that the default values can be applied to the game
}
示例15: BuildCommandTable
void BuildCommandTable(void)
{
AddCommand("help", HelpCom);
AddCommand("q", QuitCom);
AddCommand("reghand", RegHandlerCom);
AddCommand("remhand", RemHandlerCom);
AddCommand("reset", ResetCom);
AddCommand("setrx", SetUpRxCom);
AddCommand("tx", TxCom);
AddCommand("txmany", TxManyCom);
AddCommand("waitrx", WaitRxCom);
}