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C++ Key_GetCatcher函数代码示例

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

/*
================
Message_Key

In game talk message
================
*/
void Message_Key( int key ) {

	char	buffer[MAX_STRING_CHARS];


	if (key == K_ESCAPE) {
		Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_MESSAGE );
		Field_Clear( &chatField );
		return;
	}

	if ( key == K_ENTER || key == K_KP_ENTER )
	{
		if ( chatField.buffer[0] && cls.state == CA_ACTIVE ) {
			if (chat_playerNum != -1 )

				Com_sprintf( buffer, sizeof( buffer ), "tell %i \"%s\"\n", chat_playerNum, chatField.buffer );

			else if (chat_team)

				Com_sprintf( buffer, sizeof( buffer ), "say_team \"%s\"\n", chatField.buffer );
			else
				Com_sprintf( buffer, sizeof( buffer ), "say \"%s\"\n", chatField.buffer );



			CL_AddReliableCommand( buffer, qfalse );
		}
		Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_MESSAGE );
		Field_Clear( &chatField );
		return;
	}

	Field_KeyDownEvent( &chatField, key );
}
开发者ID:BigJohnJD,项目名称:Quake-III-132,代码行数:42,代码来源:cl_keys.c

示例2: CL_CharEvent

/*
===================
CL_CharEvent

Normal keyboard characters, already shifted / capslocked / etc
===================
*/
void CL_CharEvent( int key ) {
	// delete is not a printable character and is
	// otherwise handled by Field_KeyDownEvent
	if ( key == 127 ) {
		return;
	}

	// distribute the key down event to the apropriate handler
	if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE )
	{
		Field_CharEvent( &g_consoleField, key );
	}
	else if ( Key_GetCatcher( ) & KEYCATCH_UI )
	{
		VM_Call( uivm, UI_KEY_EVENT, key | K_CHAR_FLAG, qtrue );
	}
	else if ( Key_GetCatcher( ) & KEYCATCH_MESSAGE ) 
	{
		Field_CharEvent( &chatField, key );
	}
	else if ( cls.state == CA_DISCONNECTED )
	{
		Field_CharEvent( &g_consoleField, key );
	}
}
开发者ID:BigJohnJD,项目名称:Quake-III-132,代码行数:32,代码来源:cl_keys.c

示例3: CL_CmdButtons

/*
==============
CL_CmdButtons
==============
*/
void CL_CmdButtons( usercmd_t *cmd ) {
	int		i;

	//
	// figure button bits
	// send a button bit even if the key was pressed and released in
	// less than a frame
	//	
	for (i = 0 ; i < MAX_KBUTTONS ; i++) {
		if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
			cmd->buttons |= 1 << i;
		}
		in_buttons[i].wasPressed = qfalse;
	}

	if (cmd->buttons & BUTTON_FORCEPOWER)
	{ //check for transferring a use force to a use inventory...
		if ((cmd->buttons & BUTTON_USE) || CL_NoUseableForce())
		{ //it's pushed, remap it!
			cmd->buttons &= ~BUTTON_FORCEPOWER;
			cmd->buttons |= BUTTON_USE_HOLDABLE;
		}
	}

	if ( Key_GetCatcher( ) ) {
		cmd->buttons |= BUTTON_TALK;
	}

	// allow the game to know if any key at all is
	// currently pressed, even if it isn't bound to anything
	if ( kg.anykeydown && Key_GetCatcher( ) == 0 ) {
		cmd->buttons |= BUTTON_ANY;
	}
}
开发者ID:Almightygir,项目名称:OpenJK,代码行数:39,代码来源:cl_input.cpp

示例4: Rocket_RocketDebug_f

void Rocket_RocketDebug_f()
{
	static bool init = false;

	if ( !init )
	{
		Rocket::Debugger::Initialise(menuContext);
		init = true;
	}

	Rocket::Debugger::SetVisible( !Rocket::Debugger::IsVisible() );

	if ( Rocket::Debugger::IsVisible() )
	{
		if ( !Q_stricmp( Cmd_Argv( 1 ), "hud" ) )
		{
			Rocket::Debugger::SetContext( hudContext );
		}
		else
		{
			Rocket::Debugger::SetContext( menuContext );
		}
		Key_SetCatcher( Key_GetCatcher() | KEYCATCH_UI );
	}
	else
	{
		Key_SetCatcher( Key_GetCatcher() & ~KEYCATCH_UI );
	}
}
开发者ID:JacksonTech,项目名称:Unvanquished,代码行数:29,代码来源:rocket.cpp

示例5: CL_KeyUpEvent

/*
===================
CL_KeyUpEvent

Called by CL_KeyEvent to handle a keyrelease
===================
*/
void CL_KeyUpEvent( int key, unsigned time )
{
	keys[key].repeats = 0;
	keys[key].down = qfalse;
	anykeydown--;
	if (anykeydown < 0) {
		anykeydown = 0;
		}

	// don't process key-up events for the console key
	if ( key == K_CONSOLE || ( key == K_ESCAPE && keys[K_SHIFT].down ) )
		return;

	//
	// key up events only perform actions if the game key binding is
	// a button command (leading + sign).  These will be processed even in
	// console mode and menu mode, to keep the character from continuing
	// an action started before a mode switch.
	//
	if( cls.state != CA_DISCONNECTED )
		Key_ParseBinding( key, qfalse, time );

	if ( Key_GetCatcher( ) & KEYCATCH_UI && uivm ) {
		VM_Call( uivm, UI_KEY_EVENT, key, qfalse );
	} else if ( Key_GetCatcher( ) & KEYCATCH_CGAME && cgvm ) {
		VM_Call( cgvm, CG_KEY_EVENT, key, qfalse );
	}
}
开发者ID:BigJohnJD,项目名称:Quake-III-132,代码行数:35,代码来源:cl_keys.c

示例6: CL_CmdButtons

/*
==============
CL_CmdButtons
==============
*/
static void CL_CmdButtons( usercmd_t *cmd ) {
	int		i;

	//
	// figure button bits
	// send a button bit even if the key was pressed and released in
	// less than a frame
	//	
	for (i = 0 ; i < 15 ; i++) {
		if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
			cmd->buttons |= 1 << i;
		}
		in_buttons[i].wasPressed = qfalse;
	}

	if ( Key_GetCatcher( ) ) {
		cmd->buttons |= BUTTON_TALK;
	}

	// allow the game to know if any key at all is
	// currently pressed, even if it isn't bound to anything
	if ( anykeydown && Key_GetCatcher( ) == 0 ) {
		cmd->buttons |= BUTTON_ANY;
	}
}
开发者ID:qrealka,项目名称:ioq3,代码行数:30,代码来源:cl_input.c

示例7: PortableInMenu

int PortableInMenu(void){

	if ((Key_GetCatcher( ) & KEYCATCH_UI) ||
			(Key_GetCatcher( ) & KEYCATCH_CONSOLE) )
		return 1;
	else
		return 0;

}
开发者ID:emileb,项目名称:OpenJK,代码行数:9,代码来源:in_android.cpp

示例8: CL_MouseEvent

void CL_MouseEvent( int dx, int dy, int time ) {
	if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
		ui->MouseEvent( dx, dy );
	} else if (Key_GetCatcher( ) & KEYCATCH_CGAME) {
		cgame->MouseEvent( dx, dy );
	} else {
		cl.mouseDx[cl.mouseIndex] += dx;
		cl.mouseDy[cl.mouseIndex] += dy;
	}
}
开发者ID:Razish,项目名称:QtZ,代码行数:10,代码来源:cl_input.c

示例9: CL_MouseEvent

/*
=================
CL_MouseEvent
=================
*/
void CL_MouseEvent( int dx, int dy, int time ) {
	if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
		VM_Call( uivm, UI_MOUSE_EVENT, dx, dy );
	} else if (Key_GetCatcher( ) & KEYCATCH_CGAME) {
		VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy);
	} else {
		cl.mouseDx[cl.mouseIndex] += dx;
		cl.mouseDy[cl.mouseIndex] += dy;
	}
}
开发者ID:qrealka,项目名称:ioq3,代码行数:15,代码来源:cl_input.c

示例10: CG_Draw_IGME

void CG_Draw_IGME()
{
	int				i;
	usercmd_t		cmd;
	int				cmdNum;
	IGME_vehicle_t* veh;

	// check for selections
	cmdNum = CL_GetCurrentCmdNumber();
	CL_GetUserCmd( cmdNum, &cmd );
	if( Key_IsDown(K_MOUSE1) && !Key_GetCatcher() ) {
		if( (cgs.IGME.waypointmode && cgs.IGME.numWptSelections) ||
			(!cgs.IGME.waypointmode && cgs.IGME.numSelections) ) {
			Key_SetCatcher( KEYCATCH_CGAME );
			cgs.IGME.dragmode = true;
		}
	} else if( (Key_IsDown(K_MOUSE3) || Key_IsDown(K_SPACE)) &&
				cg.time >= cgs.IGME.selectionTime ) {
		ME_CheckForSelection();
		cgs.IGME.selectionTime = cg.time + 250;
	} else if( Key_IsDown(K_BACKSPACE) && !Key_GetCatcher() && cg.time >= cgs.IGME.selectionTime ) {
		ME_DeleteSelection();
		cgs.IGME.selectionTime = cg.time + 250;
	} else if( (cmd.buttons & BUTTON_GEAR) && cg.time >= cgs.IGME.selectionTime ) {
		ME_ToggleWaypointMode();
		cgs.IGME.selectionTime = cg.time + 250;
	} else if( (cmd.buttons & BUTTON_INCREASE) && cgs.IGME.waypointmode && 
				cg.time >= cgs.IGME.selectionTime ) {
		ME_SpawnWaypoint();
		cgs.IGME.selectionTime = cg.time + 250;
	} else if( (cmd.buttons & BUTTON_DECREASE) && cgs.IGME.waypointmode && 
				cg.time >= cgs.IGME.selectionTime ) {
		ME_ToggleWaypointDisplay();
		cgs.IGME.selectionTime = cg.time + 250;
	} else if( !cgs.IGME.dragmode && Key_IsDown(K_CTRL) && Key_IsDown('c') && 
				cg.time >= cgs.IGME.selectionTime ) {
		ME_CopySelection();
		cgs.IGME.selectionTime = cg.time + 500;
	} else if( !cgs.IGME.dragmode && Key_IsDown(K_CTRL) && Key_IsDown('v') &&
				cg.time >= cgs.IGME.selectionTime ) {
		ME_PasteSelection();
		cgs.IGME.selectionTime = cg.time + 500;
	}

	// draw vehicles
	for( i = 0; i < IGME_MAX_VEHICLES; ++i ) {
		veh = &cgs.IGME.vehicles[i]; 
		if( !veh->active ) continue;
		ME_DrawVehicle(veh);
	}
}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:51,代码来源:cg_missioneditor.c

示例11: 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12: CG_MessageMode_f

/*
================
CG_MessageMode_f
================
*/
void CG_MessageMode_f( void ) {
	Q_strncpyz( cg.messageCommand, "say", sizeof (cg.messageCommand) );
	Q_strncpyz( cg.messagePrompt, "Say:", sizeof (cg.messagePrompt) );
	MField_Clear( &cg.messageField );
	cg.messageField.widthInChars = 30;
	Key_SetCatcher( Key_GetCatcher( ) ^ KEYCATCH_MESSAGE );
}
开发者ID:LavenderMoon,项目名称:mint-arena,代码行数:12,代码来源:cg_consolecmds.c

示例13: IN_Frame

/*
===============
IN_Frame
===============
*/
void IN_Frame( void )
{
	qboolean loading;

	IN_JoyMove( );
	IN_ProcessEvents( );

	// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
	loading = !!( cls.state != CA_DISCONNECTED && cls.state != CA_ACTIVE );

	if( !r_fullscreen->integer && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
	{
		// Console is down in windowed mode
		IN_DeactivateMouse( );
	}
	else if( !r_fullscreen->integer && loading )
	{
		// Loading in windowed mode
		IN_DeactivateMouse( );
	}
	else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) )
	{
		// Window not got focus
		IN_DeactivateMouse( );
	}
	else
		IN_ActivateMouse( );
}
开发者ID:AbandonedCart,项目名称:XperiaPlayNative,代码行数:33,代码来源:sdl_input.c

示例14: IN_Frame

/*
===============
IN_Frame
===============
*/
void IN_Frame( void )
{
	qboolean loading;

	IN_JoyMove( );
	IN_ProcessEvents( );

	// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
	loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );

	if( !Cvar_VariableIntegerValue("r_fullscreen") && ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) )
	{
		// Console is down in windowed mode
		IN_DeactivateMouse( );
	}
	else if( !Cvar_VariableIntegerValue("r_fullscreen") && loading )
	{
		// Loading in windowed mode
		IN_DeactivateMouse( );
	}
	else if( !( SDL_GetAppState() & SDL_APPINPUTFOCUS ) )
	{
		// Window not got focus
		IN_DeactivateMouse( );
	}
	else
		IN_ActivateMouse( );

	/* in case we had to delay actual restart of video system... */
	if ( (vidRestartTime != 0) && (vidRestartTime < Sys_Milliseconds()) )
	{
		vidRestartTime = 0;
		Cbuf_AddText( "vid_restart\n" );
	}
}
开发者ID:0culus,项目名称:ioq3,代码行数:40,代码来源:sdl_input.c

示例15: ME_KeyEvent

void ME_KeyEvent(int key, bool down)
{
	if( key == K_MOUSE1 && !down ) {
		Key_SetCatcher( Key_GetCatcher() & ~KEYCATCH_CGAME );
		cgs.IGME.dragmode = false;
	}
}
开发者ID:MilitaryForces,项目名称:MilitaryForces,代码行数:7,代码来源:cg_missioneditor.c


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