本文整理汇总了C++中MouseY函数的典型用法代码示例。如果您正苦于以下问题:C++ MouseY函数的具体用法?C++ MouseY怎么用?C++ MouseY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MouseY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: MousePress
bool CQuitBox::MousePress(int x, int y, int button)
{
float mx=MouseX(x);
float my=MouseY(y);
if(InBox(mx,my,box)) {
moveBox=true;
if(InBox(mx,my,box+resignBox) || InBox(mx,my,box+saveBox) || InBox(mx,my,box+giveAwayBox) || InBox(mx,my,box+teamBox) || InBox(mx,my,box+cancelBox) || InBox(mx,my,box+quitBox) ||
InBox(mx, my, box + scrollbarBox) || InBox(mx, my, box + scrollBox))
moveBox=false;
if (hasScroll && InBox(mx, my, box + scrollBox)) {
scrolling = true;
scrollGrab = (box + scrollBox).y2 - my;
}
else if (hasScroll && InBox(mx, my, box + scrollbarBox)) {
if(my < (box + scrollBox).y1)
*(volatile int *)&startTeam = startTeam + std::min(MAX_QUIT_TEAMS - numTeamsDisp - startTeam, numTeamsDisp);
if(my > (box + scrollBox).y2)
*(volatile int *)&startTeam = startTeam - std::min(startTeam, numTeamsDisp);
}
else if(InBox(mx,my,box+teamBox)) {
int team = startTeam + (int)((box.y1 + teamBox.y2 - my) / 0.025f);
if(team>=gu->myTeam)
team++;
if(teamHandler->IsValidTeam(team) && !teamHandler->Team(team)->isDead) {
// we don't want to give everything to the enemy if there are allies left
if(noAlliesLeft || (!noAlliesLeft && teamHandler->Ally(gu->myAllyTeam, teamHandler->AllyTeam(team)))) {
shareTeam=team;
}
}
}
return true;
}
return false;
}
示例2: MouseX
bool CStartPosSelecter::MousePress(int x, int y, int button)
{
float mx = MouseX(x);
float my = MouseY(y);
if ((showReady && InBox(mx, my, readyBox)) || gs->frameNum > 0) {
return !Ready();
}
float dist=ground->LineGroundCol(camera->pos,camera->pos+mouse->dir*gu->viewRange*1.4f);
if(dist<0)
return true;
startPosSet = true;
inMapDrawer->SendErase(startPos);
startPos = camera->pos + mouse->dir * dist;
if(startPos.z<gameSetup->allyStartingData[gu->myAllyTeam].startRectTop *gs->mapy*8)
startPos.z=gameSetup->allyStartingData[gu->myAllyTeam].startRectTop*gs->mapy*8;
if(startPos.z>gameSetup->allyStartingData[gu->myAllyTeam].startRectBottom*gs->mapy*8)
startPos.z=gameSetup->allyStartingData[gu->myAllyTeam].startRectBottom*gs->mapy*8;
if(startPos.x<gameSetup->allyStartingData[gu->myAllyTeam].startRectLeft*gs->mapx*8)
startPos.x=gameSetup->allyStartingData[gu->myAllyTeam].startRectLeft*gs->mapx*8;
if(startPos.x>gameSetup->allyStartingData[gu->myAllyTeam].startRectRight*gs->mapx*8)
startPos.x=gameSetup->allyStartingData[gu->myAllyTeam].startRectRight*gs->mapx*8;
net->Send(CBaseNetProtocol::Get().SendStartPos(gu->myPlayerNum, gu->myTeam, 0, startPos.x, startPos.y, startPos.z));
return true;
}
示例3: MouseX
void CShareBox::MouseRelease(int x, int y, int button)
{
float mx = MouseX(x);
float my = MouseY(y);
if (InBox(mx, my, box + unitBox)) {
shareUnits = !shareUnits;
}
if ((InBox(mx, my, box + okBox) || InBox(mx, my, box + applyBox)) &&
shareTeam != -1 && !teamHandler->Team(shareTeam)->isDead && !teamHandler->Team(gu->myTeam)->isDead) {
if (shareUnits) {
Command c;
c.id = CMD_STOP;
// make sure the units are stopped and that the selection is transmitted
selectedUnits.GiveCommand(c, false);
}
net->Send(CBaseNetProtocol::Get().SendShare(gu->myPlayerNum, shareTeam, shareUnits, metalShare * teamHandler->Team(gu->myTeam)->metal, energyShare * teamHandler->Team(gu->myTeam)->energy));
if (shareUnits)
selectedUnits.ClearSelected();
lastShareTeam = shareTeam;
}
if (InBox(mx, my, box + okBox) || InBox(mx, my, box + cancelBox)) {
delete this;
return;
}
moveBox = false;
metalMove = false;
energyMove = false;
}
示例4: MousePress
bool CShareBox::MousePress(int x, int y, int button)
{
float mx=MouseX(x);
float my=MouseY(y);
if(InBox(mx,my,box)){
moveBox=true;
if(InBox(mx,my,box+okBox) || InBox(mx,my,box+applyBox) || InBox(mx,my,box+cancelBox) || InBox(mx,my,box+unitBox) || InBox(mx,my,box+metalBox) || InBox(mx,my,box+energyBox) || InBox(mx,my,box+teamBox))
moveBox=false;
if(InBox(mx,my,box+metalBox)){
metalMove = true;
metalShare = std::max(0.f, std::min(1.f,(mx-box.x1-metalBox.x1)/(metalBox.x2-metalBox.x1)));
}
if(InBox(mx,my,box+energyBox)){
energyMove = true;
energyShare = std::max(0.f, std::min(1.f,(mx-box.x1-energyBox.x1)/(energyBox.x2-energyBox.x1)));
}
if(InBox(mx,my,box+teamBox)){
int team=(int)((box.y1+teamBox.y2-my)/0.025f);
if(team>=gu->myTeam)
team++;
if(team<teamHandler->ActiveTeams() && !teamHandler->Team(team)->isDead)
shareTeam=team;
}
return true;
}
return false;
}
示例5: GML_STDMUTEX_LOCK_NOPROF
bool ProfileDrawer::MousePress(int x, int y, int button)
{
GML_STDMUTEX_LOCK_NOPROF(time); // MousePress
const float mx = MouseX(x);
const float my = MouseY(y);
// check if a Timer selection box was hit
if (mx<start_x || mx>end_x || my<end_y-profiler.profile.size()*0.024f-0.01f || my>end_y) {
return false;
}
const int selIndex = (int) ((end_y - my) / 0.024f);
// switch the selected Timers showGraph value
if ((selIndex >= 0) && (selIndex < profiler.profile.size())) {
std::map<std::string, CTimeProfiler::TimeRecord>::iterator pi = profiler.profile.begin();
for (int i = 0; i < selIndex; i++) {
++pi;
}
pi->second.showGraph = !pi->second.showGraph;
}
return false;
}
示例6: GetTooltip
std::string CQuitBox::GetTooltip(int x, int y)
{
float mx=MouseX(x);
float my=MouseY(y);
if(InBox(mx,my,box+resignBox))
return "Resign the match, remain in the game";
if(InBox(mx,my,box+saveBox))
return "Save the current game state to a file \nfor later reload";
if(InBox(mx,my,box+giveAwayBox))
return "Give away all units and resources \nto the team specified below";
if (hasScroll && InBox(mx, my, box + scrollBox))
return "Scroll the team list here";
if (hasScroll && InBox(mx, my, box + scrollbarBox))
return "Scroll the team list here";
if(InBox(mx,my,box+teamBox))
return "Select which team recieves everything";
if(InBox(mx,my,box+cancelBox))
return "Return to the game";
if(InBox(mx,my,box+quitBox))
return "Forget about the other players and quit";
if(InBox(mx,my,box))
return " ";
return "";
}
示例7: MouseX
std::string CQuitBox::GetTooltip(int x, int y)
{
const float mx = MouseX(x);
const float my = MouseY(y);
const ContainerBox boxes[] = {
resignBox, saveBox, giveAwayBox, scrollBox, scrollbarBox, teamBox, cancelBox, menuBox, quitBox
};
const char* toolTips[] = {
"Resign the match; remain in the game",
"Save the current game state to a file \nfor later reload",
"Give away all units and resources \nto the team specified below",
"Scroll the team list here",
"Scroll the team list here",
"Select which team receives everything",
"Return to the game",
"Return to menu; quit the game",
"Return to system; quit the game",
};
const char* toolTip = "";
for (unsigned int n = 0; n < (sizeof(boxes) / sizeof(boxes[0])); n++) {
if (!InBox(mx, my, box + boxes[n]))
continue;
toolTip = toolTips[n];
break;
}
return toolTip;
}
示例8: MouseX
std::string CShareBox::GetTooltip(int x, int y)
{
const float mx = MouseX(x);
const float my = MouseY(y);
if (InBox(mx, my, box + okBox)) {
return "Shares the selected stuff and close dialog";
} else if (InBox(mx, my, box + applyBox)) {
return "Shares the selected stuff";
} else if (InBox(mx, my, box + cancelBox)) {
return "Close this dialog without sharing";
} else if (InBox(mx, my, box + unitBox)) {
return "Toggles if you want to share your\ncurrently selected units";
} else if (InBox(mx, my, box + metalBox)) {
return "Click here to select how much metal to share";
} else if (InBox(mx, my, box + energyBox)) {
return "Click here to select how much energy to share";
} else if (hasScroll && InBox(mx, my, box + scrollBox)) {
return "Scroll the team list here";
} else if (hasScroll && InBox(mx, my, box + scrollbarBox)) {
return "Scroll the team list here";
} else if (InBox(mx, my, box + teamBox)) {
return "Select which team to share to";
} else if (InBox(mx, my, box)) {
return " ";
} else {
return "";
}
}
示例9: MouseMove
void CQuitBox::MouseMove(int x, int y, int dx,int dy, int button)
{
float mx=MouseX(x);
float my=MouseY(y);
if(scrolling) {
float scr = (box+scrollbarBox).y2 - (my + scrollGrab);
float sz = scrollbarBox.y2 - scrollbarBox.y1;
float tsz = sz / (float)MAX_QUIT_TEAMS;
*(volatile int *)&startTeam = std::max(0, std::min((int)(scr / tsz + 0.5), MAX_QUIT_TEAMS - numTeamsDisp));
return;
}
if(moveBox) {
box.x1+=MouseMoveX(dx);
box.x2+=MouseMoveX(dx);
box.y1+=MouseMoveY(dy);
box.y2+=MouseMoveY(dy);
}
if(!(hasScroll && (InBox(mx, my, box + scrollBox) || InBox(mx, my, box + scrollbarBox))) && InBox(mx,my,box+teamBox)) {
int team = startTeam + (int)((box.y1 + teamBox.y2 - my) / 0.025f);
if(team>=gu->myTeam)
team++;
if(teamHandler->IsValidTeam(team) && !teamHandler->Team(team)->isDead) {
// we don't want to give everything to the enemy if there are allies left
if(noAlliesLeft || (!noAlliesLeft && teamHandler->Ally(gu->myAllyTeam, teamHandler->AllyTeam(team)))) {
shareTeam=team;
}
}
}
}
示例10: MousePress
bool CResourceBar::MousePress(int x, int y, int button)
{
if (disabled) {
return false;
}
const float mx=MouseX(x);
const float my=MouseY(y);
if(InBox(mx,my,box)){
moveBox=true;
if(!gu->spectating){
if(InBox(mx,my,box+metalBox)){
moveBox = false;
float metalShare = std::max(0.f, std::min(1.f,(mx-(box.x1+metalBox.x1))/(metalBox.x2-metalBox.x1)));
net->Send(CBaseNetProtocol::Get().SendSetShare(gu->myPlayerNum, gu->myTeam, metalShare, gs->Team(gu->myTeam)->energyShare));
}
if(InBox(mx,my,box+energyBox)){
moveBox = false;
float energyShare = std::max(0.f, std::min(1.f,(mx-(box.x1+energyBox.x1))/(energyBox.x2-energyBox.x1)));
net->Send(CBaseNetProtocol::Get().SendSetShare(gu->myPlayerNum, gu->myTeam, gs->Team(gu->myTeam)->metalShare, energyShare));
}
}
return true;
}
return false;
}
示例11: MouseX
bool CglList::MouseUpdate(int x, int y)
{
float mx = MouseX(x);
float my = MouseY(y);
int nCurIndex = 0; // The item we're on
int nDrawOffset = 0; // The offset to the first draw item
ContainerBox b = box;
// Get list started up here
std::vector<std::string>::iterator ii = filteredItems->begin();
// Skip to current selection - 3; ie: scroll
while ((nCurIndex + 7) <= place && nCurIndex+13 <= filteredItems->size()) { ii++; nCurIndex++; }
for (/*ii = items.begin()*/; ii != filteredItems->end() && nDrawOffset < 12; ii++)
{
b.y2 = box.y2 - 0.06f - (nDrawOffset * 0.06f);
b.y1 = b.y2 - 0.05f;
if (InBox(mx, my, b)) {
place = nCurIndex;
return true;
}
// Up our index's
nCurIndex++; nDrawOffset++;
}
return false;
}
示例12: IsAbove
bool CQuitBox::IsAbove(int x, int y)
{
float mx=MouseX(x);
float my=MouseY(y);
if(InBox(mx,my,box))
return true;
return false;
}
示例13: MouseX
bool CResourceBar::IsAbove(int x, int y)
{
if (!enabled) {
return false;
}
const float mx = MouseX(x);
const float my = MouseY(y);
return InBox(mx, my, box);
}
示例14: IsAbove
bool CTimeProfiler::IsAbove(int x, int y)
{
float mx=MouseX(x);
float my=MouseY(y);
if(!gu->drawdebug || mx<0.65f || mx>0.99f || my<0.99f-profile.size()*0.024f-0.01f || my>0.99f)
return false;
return true;
}
示例15: GML_STDMUTEX_LOCK_NOPROF
bool ProfileDrawer::IsAbove(int x, int y)
{
GML_STDMUTEX_LOCK_NOPROF(time); // IsAbove
const float mx=MouseX(x);
const float my=MouseY(y);
if(mx<0.65f || mx>0.99f || my<0.99f - profiler.profile.size()*0.024f-0.01f || my>0.99f)
return false;
return true;
}