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C++ Con_ClearNotify函数代码示例

本文整理汇总了C++中Con_ClearNotify函数的典型用法代码示例。如果您正苦于以下问题:C++ Con_ClearNotify函数的具体用法?C++ Con_ClearNotify怎么用?C++ Con_ClearNotify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Con_ClearNotify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: SCR_EndLoadingPlaque

/*
===============
SCR_EndLoadingPlaque

================
*/
void SCR_EndLoadingPlaque (void)
{
	scr_disabled_for_loading = qfalse;
	scr_fullupdate = 0;
	Con_ClearNotify ();
	CDAudio_Resume();
}
开发者ID:drmabuse1981,项目名称:DQuakePlus,代码行数:13,代码来源:video_hardware_screen.cpp

示例2: SCR_BeginLoadingPlaque

/*
===============
SCR_BeginLoadingPlaque

================
*/
void SCR_BeginLoadingPlaque (void)
{
	CDAudio_Pause();
	S_StopAllSounds (qtrue);

	if (cls.state != ca_connected)
		return;
	if (cls.signon != SIGNONS)
		return;
	
// redraw with no console and the loading plaque
	Con_ClearNotify ();
	scr_centertime_off = 0;
	scr_con_current = 0;

	scr_drawloading = qtrue;
	scr_fullupdate = 0;
	Sbar_Changed ();
	SCR_UpdateScreen ();
	scr_drawloading = qfalse;

	scr_disabled_for_loading = qtrue;
	scr_disabled_time = realtime;
	scr_fullupdate = 0;
}
开发者ID:drmabuse1981,项目名称:DQuakePlus,代码行数:31,代码来源:video_hardware_screen.cpp

示例3: CL_InitCGame

/*
====================
CL_InitCGame

Should only be called by CL_StartHunkUsers
====================
*/
void CL_InitCGame(void)
{
	const char *info;
	const char *mapname;
	int        t1, t2;

	t1 = Sys_Milliseconds();

	// put away the console
	Con_Close();

	// find the current mapname
	info    = cl.gameState.stringData + cl.gameState.stringOffsets[CS_SERVERINFO];
	mapname = Info_ValueForKey(info, "mapname");
	Com_sprintf(cl.mapname, sizeof(cl.mapname), "maps/%s.bsp", mapname);

	// load the dll
	cgvm = VM_Create("cgame", CL_CgameSystemCalls, VMI_NATIVE);
	if (!cgvm)
	{
		Com_Error(ERR_DROP, "VM_Create on cgame failed");
	}
	cls.state = CA_LOADING;

	// init for this gamestate
	// use the lastExecutedServerCommand instead of the serverCommandSequence
	// otherwise server commands sent just before a gamestate are dropped
	// bani - added clc.demoplaying, since some mods need this at init time, and drawactiveframe is too late for them
	VM_Call(cgvm, CG_INIT, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum, clc.demoplaying, qtrue);

	// reset any CVAR_CHEAT cvars registered by cgame
	if (!clc.demoplaying && !cl_connectedToCheatServer)
	{
		Cvar_SetCheatState();
	}

	// we will send a usercmd this frame, which
	// will cause the server to send us the first snapshot
	cls.state = CA_PRIMED;

	t2 = Sys_Milliseconds();

	Com_Printf("CL_InitCGame: %5.2f seconds\n", (t2 - t1) / 1000.0);

	// have the renderer touch all its images, so they are present
	// on the card even if the driver does deferred loading
	re.EndRegistration();

	// make sure everything is paged in
	if (!Sys_LowPhysicalMemory())
	{
		Com_TouchMemory();
	}

	// clear anything that got printed
	Con_ClearNotify();

	// update the memory usage file
	CL_UpdateLevelHunkUsage();
}
开发者ID:Mailaender,项目名称:etlegacy,代码行数:67,代码来源:cl_cgame.c

示例4: CL_InitCGame

/*
====================
CL_InitCGame

Should only be called by CL_StartHunkUsers
====================
*/
void CL_InitCGame( void ) {
	const char			*info;
	const char			*mapname;
	int					t1, t2;
	vmInterpret_t		interpret;

	t1 = Sys_Milliseconds();

	// put away the console
	Con_Close();

	// find the current mapname
	info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ];
	mapname = Info_ValueForKey( info, "mapname" );
	Com_sprintf( cl.mapname, sizeof( cl.mapname ), "maps/%s.bsp", mapname );

	// load the dll or bytecode
	if ( cl_connectedToPureServer != 0 ) {
		// if sv_pure is set we only allow qvms to be loaded
		interpret = VMI_COMPILED;
	}
	else {
		interpret = Cvar_VariableValue( "vm_cgame" );
	}
	cgvm = VM_Create( "cgame", CL_CgameSystemCalls, interpret );
	if ( !cgvm ) {
		Com_Error( ERR_DROP, "VM_Create on cgame failed" );
	}
	cls.state = CA_LOADING;

	// init for this gamestate
	// use the lastExecutedServerCommand instead of the serverCommandSequence
	// otherwise server commands sent just before a gamestate are dropped
	VM_Call( cgvm, CG_INIT, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum );

	// reset any CVAR_CHEAT cvars registered by cgame
	if ( !clc.demoplaying && !cl_connectedToCheatServer )
		Cvar_SetCheatState();

	// we will send a usercmd this frame, which
	// will cause the server to send us the first snapshot
	cls.state = CA_PRIMED;

	t2 = Sys_Milliseconds();

	Com_DPrintf( "CL_InitCGame: %5.2f seconds\n", (t2-t1)/1000.0 );

	// have the renderer touch all its images, so they are present
	// on the card even if the driver does deferred loading
	re.EndRegistration();

	// make sure everything is paged in
	if (!Sys_LowPhysicalMemory()) {
		Com_TouchMemory();
	}

	// clear anything that got printed
	Con_ClearNotify ();
	CL_WriteClientLog( va("`~=-----------------=~`\n MAP: %s \n`~=-----------------=~`\n", mapname ) );
}
开发者ID:ksritharan,项目名称:fsm-trem,代码行数:67,代码来源:cl_cgame.c

示例5: SCR_BeginLoadingPlaque

/*
===============
SCR_BeginLoadingPlaque

================
*/
void SCR_BeginLoadingPlaque (void)
{
	S_StopAllSounds (true);

	CDAudio_Stop (); // Stop the CD music

	if (cls.state != ca_connected)
		return;
	if (cls.signon != SIGNONS)
		return;
	
// redraw with no console and the loading plaque
	Con_ClearNotify ();
	// remove all center prints
	con_lastcenterstring[0] = 0;
	scr_centerstring[0] = 0;
	scr_centertime_off = 0;
	scr_con_current = 0;

	scr_drawloading = true;
	Sbar_Changed ();
	SCR_UpdateScreen ();
	scr_drawloading = false;

	scr_disabled_for_loading = true;
	scr_disabled_time = realtime;
	SCR_SetTimeout (SCR_DEFTIMEOUT);
}
开发者ID:twinaphex,项目名称:fxquake,代码行数:34,代码来源:gl_screen.c

示例6: SCR_EndLoadingPlaque

/*
===============
SCR_EndLoadingPlaque

================
*/
void SCR_EndLoadingPlaque (void)
{
	scr_disabled_for_loading = false;
	scr_fullupdate = 0;
	scr_topupdate = 0;
	Con_ClearNotify ();
}
开发者ID:elhobbs,项目名称:hexen2,代码行数:13,代码来源:Screen.c

示例7: SCR_EndLoadingPlaque

/*
================
SCR_EndLoadingPlaque
================
*/
void SCR_EndLoadingPlaque (qboolean clear)
{
	cls.disable_screen = 0;

	// mattx86: a work-around for notify lines + console + not breaking this function
	if (clear)
		Con_ClearNotify ();
}
开发者ID:mattx86,项目名称:myq2,代码行数:13,代码来源:cl_scrn.c

示例8: Con_Close

/*
* Con_Close
*/
void Con_Close( void )
{
    scr_con_current = 0;

    Con_ClearTyping();
    Con_ClearNotify();
    Key_ClearStates();
}
开发者ID:Turupawn,项目名称:DogeWarsow,代码行数:11,代码来源:console.c

示例9: Client_PrepRefresh

/*
-----------------------------------------------------------------------------
 Function: 
 
 Parameters:
 
 Returns:
 
 Notes: 

-----------------------------------------------------------------------------
*/
PUBLIC void Client_PrepRefresh( const char *r_mapname )
{
	char mapname[ 32 ];

	if( ! r_mapname || ! *r_mapname )
	{
		return;
	}

	if( g_version->value == SPEAROFDESTINY )
	{
		spritelocation = SODSPRITESDIRNAME;
	}
	else
	{
		spritelocation = WL6SPRITESDIRNAME;
	}

	my_strlcpy( mapname, r_mapname, sizeof( mapname ) );	// skip "maps/"

	// [email protected]# fix crash bug if you type something short...
	if ( strlen( mapname ) > 4 && !strcmp( mapname + strlen( mapname ) - 4, ".map" ) ) {
		mapname[ strlen( mapname ) - 4 ] = '\0';		// cut off ".map"
	}

	// register models, pics, and skins	
	R_BeginRegistration( mapname );

	if( r_world == NULL )
	{
		return;
	}


	Com_Printf( "Map: %s\n", r_world->mapName ); 
	
	Level_ScanInfoPlane( r_world ); // Spawn items/guards

	Com_Printf( "Spawning Entities\n" );
	PL_Spawn( r_world->pSpawn, r_world ); // Spawn Player

	Com_Printf( "Caching Textures and Sounds\n" );
	Level_PrecacheTextures_Sound( r_world );
	
	// clear any lines of console text
	Con_ClearNotify();

	if( r_world->musicName )
	{
		Sound_StartBGTrack( r_world->musicName, r_world->musicName );
	}

	Player.playstate = ex_playing;	
}
开发者ID:Anters,项目名称:Wolf3D-iOS,代码行数:66,代码来源:wolf_client_main.c

示例10: SCR_CenterPrint

/*
==============
SCR_CenterPrint

Called for important messages that should stay in the center of the screen
for a few moments
==============
*/
void SCR_CenterPrint (char *str)
{
	char	*s;
	char	line[64];
	int		i, j, l;

	strncpy (scr_centerstring, str, sizeof(scr_centerstring)-1);
	scr_centertime_off = scr_centertime->value;
	scr_centertime_start = cl.time;

	// count the number of lines for centering
	scr_center_lines = 1;
	s = str;
	while (*s)
	{
		if (*s == '\n')
			scr_center_lines++;
		s++;
	}

	// echo it to the console
	Com_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");

	s = str;
	do	
	{
	// scan the width of the line
		for (l=0 ; l<40 ; l++)
			if (s[l] == '\n' || !s[l])
				break;
		for (i=0 ; i<(40-l)/2 ; i++)
			line[i] = ' ';

		for (j=0 ; j<l ; j++)
		{
			line[i++] = s[j];
		}

		line[i] = '\n';
		line[i+1] = 0;

		Com_Printf ("%s", line);

		while (*s && *s != '\n')
			s++;

		if (!*s)
			break;
		s++;		// skip the \n
	} while (1);
	Com_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n");
	Con_ClearNotify ();
}
开发者ID:davepkennedy,项目名称:quake2_FoD,代码行数:61,代码来源:cl_scrn.c

示例11: Con_Resize

/*
================
Con_Resize

================
*/
void Con_Resize (console_t *con)
{
	int		i, j, width, oldwidth, oldtotallines, numlines, numchars;
	char	tbuf[CON_TEXTSIZE];

	//GAJA STRIP width = (vid.width >> 3) - 2;

	if (width == con_linewidth)
		return;

	if (width < 1)			// video hasn't been initialized yet
	{
		width = 38;
		con_linewidth = width;
		con_totallines = CON_TEXTSIZE / con_linewidth;
		Q_memset (con->text, ' ', CON_TEXTSIZE);
	}
	else
	{
		oldwidth = con_linewidth;
		con_linewidth = width;
		oldtotallines = con_totallines;
		con_totallines = CON_TEXTSIZE / con_linewidth;
		numlines = oldtotallines;

		if (con_totallines < numlines)
			numlines = con_totallines;

		numchars = oldwidth;
	
		if (con_linewidth < numchars)
			numchars = con_linewidth;

		Q_memcpy (tbuf, con->text, CON_TEXTSIZE);
		Q_memset (con->text, ' ', CON_TEXTSIZE);

		for (i=0 ; i<numlines ; i++)
		{
			for (j=0 ; j<numchars ; j++)
			{
				con->text[(con_totallines - 1 - i) * con_linewidth + j] =
						tbuf[((con->current - i + oldtotallines) %
							  oldtotallines) * oldwidth + j];
			}
		}

		Con_ClearNotify ();
	}

	con->current = con_totallines - 1;
	con->display = con->current;
}
开发者ID:jrk,项目名称:QuakeTM,代码行数:58,代码来源:console.c

示例12: Con_Close

void Con_Close( void )
{
	if ( !com_cl_running->integer )
	{
		return;
	}

	Field_Clear( &g_consoleField );
	Con_ClearNotify();
	cls.keyCatchers &= ~KEYCATCH_CONSOLE;
	con.finalFrac = 0; // none visible
	con.displayFrac = 0;
}
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:13,代码来源:cl_console.c

示例13: Con_ToggleChat_f

/*
================
Con_ToggleChat_f
================
*/
void Con_ToggleChat_f (void)
{
	Key_ClearTyping ();

	if (key_dest == key_console)
	{
		if (cls.state == ca_active)
			key_dest = key_game;
	}
	else
		key_dest = key_console;
	
	Con_ClearNotify ();
}
开发者ID:jrk,项目名称:QuakeTM,代码行数:19,代码来源:console.c

示例14: Con_ToggleConsole_f

/*
================
Con_ToggleConsole_f
================
*/
void Con_ToggleConsole_f (void) {
	// closing a full screen console restarts the demo loop
	if ( cls.state == CA_DISCONNECTED && Key_GetCatcher( ) == KEYCATCH_CONSOLE ) {
		CL_StartDemoLoop();
		return;
	}

	if( con_autoclear->integer )
		Field_Clear( &g_consoleField );
	g_consoleField.widthInChars = g_console_field_width;

	Con_ClearNotify ();
	Key_SetCatcher( Key_GetCatcher( ) ^ KEYCATCH_CONSOLE );
}
开发者ID:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:19,代码来源:cl_console.cpp

示例15: CL_ScreenShot_f

/* 
================== 
CL_ScreenShot_f

normal screenshot
================== 
*/  
void CL_ScreenShot_f( void ) 
{
	int	i;
	string	checkname;

	// scan for a free filename
	for( i = 0; i <= 9999; i++ )
	{
		CL_ScreenshotGetName( i, checkname );
		if( !FS_FileExists( checkname )) break;
	}

	Con_ClearNotify();
	re->ScrShot( checkname, VID_SCREENSHOT );
}
开发者ID:a1batross,项目名称:Xash3D_ancient,代码行数:22,代码来源:cl_cmds.c


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