本文整理汇总了C++中IsDisabled函数的典型用法代码示例。如果您正苦于以下问题:C++ IsDisabled函数的具体用法?C++ IsDisabled怎么用?C++ IsDisabled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IsDisabled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: MouseExited
void Button::MouseExited(const MouseEvent& lEvent)
{
if(IsDisabled())
{
return;
}
if(IsSelected() && m_Callback_Released)
{
// If we have pressed the button, but not released when we move outside of the button
m_Callback_Released(m_pCallbackData_Released);
}
SetHover(false);
// Call the callback function
if(m_ExitCallback)
{
m_ExitCallback(m_pExitCallbackData);
}
// If we are selected when we exit, reposition back the offset
if(IsSelected() && m_offsetApplied)
{
for(unsigned int i = 0; i < m_vpAddedComponentList.size(); i++)
{
m_vpAddedComponentList[i]->SetLocation(m_vpAddedComponentList[i]->GetLocation().m_x - m_pressedOffsetX, m_vpAddedComponentList[i]->GetLocation().m_y - m_pressedOffsetY);
}
m_label.SetLocation(m_label.GetLocation().m_x - m_pressedOffsetX, m_label.GetLocation().m_y - m_pressedOffsetY);
m_offsetApplied = false;
}
if(m_bChangeLabelText)
{
for(unsigned int i = 0; i < m_vpAddedComponentList.size(); i++)
{
if(m_vpAddedComponentList[i]->GetComponentType() == EComponentType_Label)
{
((Label*)m_vpAddedComponentList[i])->SetColour(m_normalLabelColour);
}
}
m_label.SetColour(m_normalLabelColour);
}
// Also removed the button selection if we exit it's dimensions
SetSelected(false);
OnMouseExit();
}
示例2: ClientThink
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamRoundTimer::ClientThink()
{
if ( IsDisabled() || m_bTimerPaused || IsInCommentaryMode() )
return;
if ( IsStopWatchTimer() == true && IsWatchingTimeStamps() == true )
return;
float flTime = GetTimeRemaining();
if ( flTime <= 61.0 && m_bFire1MinRemain )
{
m_bFire1MinRemain = false;
SendTimeWarning( RT_WARNING_60SECS );
}
else if ( flTime <= 31.0 && m_bFire30SecRemain )
{
m_bFire30SecRemain = false;
SendTimeWarning( RT_WARNING_30SECS );
}
else if ( flTime <= 11.0 && m_bFire10SecRemain )
{
m_bFire10SecRemain = false;
SendTimeWarning( RT_WARNING_10SECS );
}
else if ( flTime <= 6.0 && m_bFire5SecRemain )
{
m_bFire5SecRemain = false;
SendTimeWarning( RT_WARNING_5SECS );
}
else if ( flTime <= 5.0 && m_bFire4SecRemain )
{
m_bFire4SecRemain = false;
SendTimeWarning( RT_WARNING_4SECS );
}
else if ( flTime <= 4.0 && m_bFire3SecRemain )
{
m_bFire3SecRemain = false;
SendTimeWarning( RT_WARNING_3SECS );
}
else if ( flTime <= 3.0 && m_bFire2SecRemain )
{
m_bFire2SecRemain = false;
SendTimeWarning( RT_WARNING_2SECS );
}
else if ( flTime <= 2.0 && m_bFire1SecRemain )
{
m_bFire1SecRemain = false;
SendTimeWarning( RT_WARNING_1SECS );
}
}
示例3:
void C3Slider::MouseRGrabInside( aui_MouseEvent *mouseData )
{
if (IsDisabled()) return;
if ( !m_thumb ) return;
if ( !GetWhichSeesMouse() || GetWhichSeesMouse() == this )
{
return;
}
else
MouseRGrabOutside( mouseData );
}
示例4: Undo_Fnodes
/* Undo_Fnodes()
*==========================================================================
* Deselects any Slits visible. Also, it goes down the slit ptr passed in,
* and undo's any changes made to the filename.
*
* IN: FNODE *ptr: Head Node pointer to the linked list.
* BOOLEAN flag: Defines which linked list to clear out.
*/
void
Undo_Fnodes( FON_PTR ptr )
{
FON_PTR curptr;
int i;
GRECT rect;
int tobject;
/* Here we restore whatever the previous state was */
if( !IsChanged( ptr ) )
return;
curptr = ptr;
while( curptr )
{
AFLAG( curptr ) = SFLAG( curptr ) = FALSE;
curptr = FNEXT( curptr );
}
for( i = 0; i < MAX_SLITS; i++ )
deselect( tree, First_Obj + i );
if( IsActiveTree( ad_inactive ) )
tobject = XTRANSFR;
if( IsActiveTree( ad_active ) )
tobject = REMOVE;
#if 1
/* ONLY for inactive fonts tree */
if( IsActiveTree( ad_inactive ) || IsActiveTree( ad_active ) )
{
if( !IsDisabled( tobject ) )
{
NoExit( tobject );
Disable( tobject );
rect = ObRect( tobject );
objc_offset( tree, tobject, &rect.g_x, &rect.g_y );
rect.g_x -= 3;
rect.g_y -= 3;
rect.g_w += 6;
rect.g_h += 6;
Objc_draw( tree, ROOT, MAX_DEPTH, &rect );
}
}
#endif
}
示例5:
void ctp2_Button::ResetCurrentRenderFlags() {
aui_Button::ResetCurrentRenderFlags();
if(!IsDisabled())
if(!m_isToggle || !m_toggleState) {
AddRenderFlags(k_CTP2_BUTTON_LAYER_FLAG_UP);
RemoveRenderFlags(k_CTP2_BUTTON_LAYER_FLAG_UP_ON);
} else {
AddRenderFlags(k_CTP2_BUTTON_LAYER_FLAG_UP_ON);
RemoveRenderFlags(k_CTP2_BUTTON_LAYER_FLAG_UP);
}
}
示例6: GetSightRange
void Unit::Order_NukeGround()
{
unk_move_waypoint = order_target_pos;
int sight_range = GetSightRange(false) * 32;
int dist = Distance(exact_position, Point32(order_target_pos) * 256 + Point32(128, 128)) / 256;
if (ai && dist <= sight_range * 3)
Ai_Cloak();
if (dist > sight_range)
{
if (move_target_update_timer == 0)
ChangeMovementTarget(order_target_pos); // What, it is not moving?
}
else
{
StopMoving(this);
if (position != unk_move_waypoint)
{
int diff = facing_direction - GetFacingDirection(sprite->position.x, sprite->position.y, unk_move_waypoint.x, unk_move_waypoint.y);
if (diff < -1 || diff > 1)
return;
}
Unit *silo = nullptr;
for (Unit *unit : bw::first_player_unit[player])
{
if (unit->unit_id == NuclearSilo && unit->silo.has_nuke)
{
silo = unit;
break;
}
}
if (!silo)
{
OrderDone();
return;
}
Unit *nuke = silo->silo.nuke;
silo->silo.nuke = nullptr;
silo->silo.has_nuke = 0;
PlaySound(Sound::NukeLaser, this, 1, 0);
IssueOrderTargetingGround(nuke, Order::NukeLaunch, order_target_pos.x, order_target_pos.y);
related = nuke;
nuke->related = this;
nuke->sprite->SetDirection32(0);
ShowUnit(nuke);
IssueOrderTargetingGround(this, Order::NukeTrack, sprite->position.x, sprite->position.y);
if (!IsDisabled() || units_dat_flags[unit_id] & UnitFlags::Building) // Huh?
buttons = 0xed;
RefreshUi();
}
}
示例7: MouseRDropInside
void aui_Button::MouseRDropInside( aui_MouseEvent *mouseData )
{
if (IsDisabled()) return;
if ( !GetWhichSeesMouse() || GetWhichSeesMouse() == this ) {
SetWhichSeesMouse( this );
HandleGameSpecificRightClick((void *)this);
m_mouseCode = AUI_ERRCODE_HANDLED;
}
else {
MouseRDropOutside( mouseData );
}
}
示例8: MousePressed
void Button::MousePressed(const MouseEvent& lEvent)
{
if(IsDisabled())
{
return;
}
// If our parent is a GUIWindow, then makew this window have focus in the GUI, used to make it's depth the highest
if(GetParent() != NULL && GetParent()->GetComponentType() == EComponentType_GUIWindow)
{
GUIWindow* lpParentWindow = (GUIWindow *)GetParent();
lpParentWindow->SetFocusWindow();
}
SetSelected(true);
OnMousePressed();
// Colour change
if(m_bChangeLabelText)
{
for(unsigned int i = 0; i < m_vpAddedComponentList.size(); i++)
{
if(m_vpAddedComponentList[i]->GetComponentType() == EComponentType_Label)
{
((Label*)m_vpAddedComponentList[i])->SetColour(m_PressedLabelColour);
}
}
m_label.SetColour(m_PressedLabelColour);
}
// Position change
if(m_offsetApplied == false)
{
for(unsigned int i = 0; i < m_vpAddedComponentList.size(); i++)
{
m_vpAddedComponentList[i]->SetLocation(m_vpAddedComponentList[i]->GetLocation().m_x + m_pressedOffsetX, m_vpAddedComponentList[i]->GetLocation().m_y + m_pressedOffsetY);
}
m_label.SetLocation(m_label.GetLocation().m_x + m_pressedOffsetX, m_label.GetLocation().m_y + m_pressedOffsetY);
m_offsetApplied = true;
}
if(m_Callback_Pressed)
{
m_Callback_Pressed(m_pCallbackData_Pressed);
}
}
示例9: Disabled
void Disabled()
{
while(IsDisabled())
{
LEDLight->Set(Relay::kForward);
rpi->Read();
lcd->Clear();
lcd->Printf(DriverStationLCD::kUser_Line3, 1, "R: %i", rpi->GetMissingPacketcount());
lcd->Printf(DriverStationLCD::kUser_Line1, 1, "x: %i", rpi->GetXPos());
lcd->Printf(DriverStationLCD::kUser_Line2, 1, "y: %i", rpi->GetYPos());
lcd->UpdateLCD();
}
}
示例10: if
void CGUIRadioButtonControl::Render()
{
CGUIButtonControl::Render();
if ( IsSelected() && !IsDisabled() )
{
if (HasFocus())
m_imgRadioOnFocus.Render();
else
m_imgRadioOnNoFocus.Render();
}
else if ( !IsSelected() && !IsDisabled() )
{
if (HasFocus())
m_imgRadioOffFocus.Render();
else
m_imgRadioOffNoFocus.Render();
}
else if ( IsSelected() && IsDisabled() )
m_imgRadioOnDisabled.Render();
else
m_imgRadioOffDisabled.Render();
}
示例11: Materialize
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSpawner::Materialize( void )
{
BaseClass::Materialize();
if ( !IsDisabled() )
{
EmitSound( "Item.Materialize" );
CPVSFilter filter( GetAbsOrigin() );
//TE_TFParticleEffect( filter, 0.0f, RESPAWN_PARTICLE, GetAbsOrigin(), QAngle( 0,0,0 ) );
AddEffects( EF_ITEM_BLINK );
m_nRenderFX = kRenderFxNone;
SetRenderColor( 255, 255, 255, 255 );
}
}
示例12:
bool
HTMLTextAreaElement::IsHTMLFocusable(bool aWithMouse,
bool *aIsFocusable, int32_t *aTabIndex)
{
if (nsGenericHTMLFormElementWithState::IsHTMLFocusable(aWithMouse, aIsFocusable,
aTabIndex))
{
return true;
}
// disabled textareas are not focusable
*aIsFocusable = !IsDisabled();
return false;
}
示例13: RobotMain
/**
* Start a competition.
* This code needs to track the order of the field starting to ensure that everything happens
* in the right order. Repeatedly run the correct method, either Autonomous or OperatorControl
* when the robot is enabled. After running the correct method, wait for some state to change,
* either the other mode starts or the robot is disabled. Then go back and wait for the robot
* to be enabled again.
*/
void SimpleRobot::StartCompetition()
{
nUsageReporting::report(nUsageReporting::kResourceType_Framework, nUsageReporting::kFramework_Simple);
RobotMain();
if (!m_robotMainOverridden)
{
// first and one-time initialization
RobotInit();
while (true)
{
if (IsDisabled())
{
m_ds->InDisabled(true);
Disabled();
m_ds->InDisabled(false);
while (IsDisabled()) m_ds->WaitForData();
}
else if (IsAutonomous())
{
m_ds->InAutonomous(true);
Autonomous();
m_ds->InAutonomous(false);
while (IsAutonomous() && IsEnabled()) m_ds->WaitForData();
}
else
{
m_ds->InOperatorControl(true);
OperatorControl();
m_ds->InOperatorControl(false);
while (IsOperatorControl() && IsEnabled()) m_ds->WaitForData();
}
}
}
}
示例14: if
void MenuItem::DrawSelf()
{
// Reset visibility
m_pSelectedIcon->SetVisible(false);
m_pHoverIcon->SetVisible(false);
m_pDisabledIcon->SetVisible(false);
m_pDefaultIcon->SetVisible(false);
if(!IsParentMenuOpen())
{
m_label.SetVisible(false);
return;
}
if(m_bOnlyShowSelectedItems)
{
if(IsSelected())
{
m_pSelectedIcon->SetVisible(true);
}
else if(IsHover())
{
m_pHoverIcon->SetVisible(true);
}
}
else
{
if(IsSelected())
{
m_pSelectedIcon->SetVisible(true);
}
else if(IsHover())
{
m_pHoverIcon->SetVisible(true);
}
else if(IsDisabled())
{
m_pDisabledIcon->SetVisible(true);
}
else
{
m_pDefaultIcon->SetVisible(true);
}
}
// Set the label visibility
m_label.SetVisible(true);
}
示例15: InternalSetNumTrainCappers
void CTeamTrainWatcher::InternalSetNumTrainCappers( int iNumCappers, CBaseEntity *pTrigger )
{
if ( IsDisabled() )
return;
m_nNumCappers = iNumCappers;
// inputdata.pCaller is hopefully an area capture
// lets see if its blocked, and not start receding if it is
CTriggerAreaCapture *pAreaCap = dynamic_cast<CTriggerAreaCapture *>( pTrigger );
if ( pAreaCap )
{
m_bCapBlocked = pAreaCap->IsBlocked();
m_hAreaCap = pAreaCap;
}
if ( iNumCappers <= 0 && !m_bCapBlocked && m_bTrainCanRecede )
{
if ( !m_bWaitingToRecede )
{
// start receding in [tf_escort_cart_recede_time] seconds
m_bWaitingToRecede = true;
if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->InOvertime() )
{
m_flRecedeTotalTime = tf_escort_recede_time_overtime.GetFloat();
}
else
{
m_flRecedeTotalTime = tf_escort_recede_time.GetFloat();
if ( m_nTrainRecedeTime > 0 )
{
m_flRecedeTotalTime = m_nTrainRecedeTime;
}
}
m_flRecedeStartTime = gpGlobals->curtime;
m_flRecedeTime = m_flRecedeStartTime + m_flRecedeTotalTime;
}
}
else
{
// cancel receding
m_bWaitingToRecede = false;
m_flRecedeTime = 0;
}
HandleTrainMovement();
}