本文整理汇总了C++中MoveDown函数的典型用法代码示例。如果您正苦于以下问题:C++ MoveDown函数的具体用法?C++ MoveDown怎么用?C++ MoveDown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MoveDown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: MoveUp
EVENT_RESULT CGUISpinControl::OnMouseEvent(const CPoint &point, const CMouseEvent &event)
{
if (event.m_id == ACTION_MOUSE_LEFT_CLICK)
{
if (m_imgspinUpFocus.HitTest(point))
MoveUp();
else if (m_imgspinDownFocus.HitTest(point))
MoveDown();
return EVENT_RESULT_HANDLED;
}
else if (event.m_id == ACTION_MOUSE_WHEEL_UP)
{
if (m_imgspinUpFocus.HitTest(point) || m_imgspinDownFocus.HitTest(point))
{
MoveUp();
return EVENT_RESULT_HANDLED;
}
}
else if (event.m_id == ACTION_MOUSE_WHEEL_DOWN)
{
if (m_imgspinUpFocus.HitTest(point) || m_imgspinDownFocus.HitTest(point))
{
MoveDown();
return EVENT_RESULT_HANDLED;
}
}
return EVENT_RESULT_UNHANDLED;
}
示例2: UpdateAI
void UpdateAI(const uint32 diff)
{
if(!pInstance)
return;
if(pInstance->GetData(DATA_JEDOGA_SHADOWSEEKER_EVENT) != IN_PROGRESS && pInstance->GetData(DATA_ALL_INITIAND_DEAD))
MoveDown();
if(bOpFerok && !bOnGround && !bCanDown) Opfern();
if(bOpFerokFail && !bOnGround && !bCanDown)
bCanDown = true;
if(bCanDown)
{
MoveDown();
bCanDown = false;
}
if(bOnGround)
{
if(!UpdateVictim())
return;
if(uiCycloneTimer <= diff)
{
DoCast(me, SPELL_CYCLONE_STRIKE, false);
uiCycloneTimer = urand(15*IN_MILLISECONDS, 30*IN_MILLISECONDS);
} else uiCycloneTimer -= diff;
if(uiBoltTimer <= diff)
{
if(Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
me->CastSpell(target, DUNGEON_MODE(SPELL_LIGHTNING_BOLT, SPELL_LIGHTNING_BOLT_H), false);
uiBoltTimer = urand(15*IN_MILLISECONDS, 30*IN_MILLISECONDS);
} else uiBoltTimer -= diff;
if(uiThunderTimer <= diff)
{
if(Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
me->CastSpell(target, DUNGEON_MODE(SPELL_THUNDERSHOCK, SPELL_THUNDERSHOCK_H), false);
uiThunderTimer = urand(15*IN_MILLISECONDS, 30*IN_MILLISECONDS);
} else uiThunderTimer -= diff;
if(uiOpFerTimer <= diff)
MoveUp();
else
uiOpFerTimer -= diff;
DoMeleeAttackIfReady();
}
}
示例3: IsMoving
void Game_Player::Update() {
bool last_moving = IsMoving();
if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning()
&& !IsMoveRouteOverwritten() && !Game_Message::message_waiting) {
switch (Input::dir4) {
case 2:
MoveDown();
break;
case 4:
MoveLeft();
break;
case 6:
MoveRight();
break;
case 8:
MoveUp();
}
}
int last_real_x = real_x;
int last_real_y = real_y;
Game_Character::Update();
UpdateScroll(last_real_x, last_real_y);
UpdateNonMoving(last_moving);
}
示例4: MoveUp
void Game_Character::MoveTypeCycleUpDown() {
if (IsStopping()) {
cycle_stat ? MoveUp() : MoveDown();
cycle_stat = move_failed ? !cycle_stat : cycle_stat;
}
}
示例5: LineNew
int EBuffer::LineNew() {
if (SplitLine(VToR(CP.Row), CP.Col) == 0)
return 0;
if (!MoveDown())
return 0;
if (CP.Col > 0) {
if (!MoveLineStart())
return 0;
//int Indent = LineIndented(VToR(CP.Row));
if (!LineIndent())
return 0;
//if (Indent > 0)
// if (InsText(Row, C, Indent, 0) == 0)
// return 0;
if (BFI(this, BFI_Trim))
if (TrimLine(VToR(CP.Row - 1)) == 0)
return 0;
}
return 1;
}
示例6: indexAt
void TradeTable::mousePressEvent(QMouseEvent * event)
{
QModelIndex modelIndex = indexAt(event->pos());
if (event->button() == Qt::RightButton)
{
QMenu * popupMenu = new QMenu(this);
QString menuStyle = "QMenu { font-size:18px; color:blue; background-color:qlineargradient(x1:0, y1:0, x2:0, y2:1, stop: 0 #cccccc, stop: 1 #555555);}" ;
popupMenu->setStyleSheet(menuStyle);
m_SelectedIndex = modelIndex.row();
if(modelIndex.isValid() && modelIndex.row()>=0)
{
this->setSelection(this->visualRect(modelIndex),QItemSelectionModel::SelectCurrent);
popupMenu->addAction(tr("&Order"), this, SLOT(Order()),QKeySequence(Qt::CTRL + Qt::Key_O));
popupMenu->addAction(tr("&Chart"),this,SLOT(Chart()),QKeySequence(Qt::CTRL + Qt::Key_C));
popupMenu->addSeparator();
popupMenu->addAction(tr("&Delete"),this,SLOT(Delete()),QKeySequence(Qt::CTRL + Qt::Key_D));
popupMenu->addAction(tr("&Add"),this,SLOT(Add()),QKeySequence(Qt::CTRL + Qt::Key_A));
popupMenu->addAction(tr("&Move&Up"),this,SLOT(MoveUp()),QKeySequence(Qt::CTRL + Qt::Key_M,Qt::CTRL + Qt::Key_U));
popupMenu->addAction(tr("&UpTo&Top"),this,SLOT(UpToTop()),QKeySequence(Qt::CTRL + Qt::Key_U,Qt::CTRL + Qt::Key_T));
popupMenu->addAction(tr("&Move&Down"),this,SLOT(MoveDown()),QKeySequence(Qt::CTRL + Qt::Key_M,Qt::CTRL + Qt::Key_D));
popupMenu->addAction(tr("&DownTo&Bottom"),this,SLOT(DownToBottom()),QKeySequence(Qt::CTRL + Qt::Key_D,Qt::CTRL + Qt::Key_B));
}
else
{
popupMenu->addAction(tr("&Add"),this,SLOT(Add()),QKeySequence(Qt::CTRL + Qt::Key_A));
}
popupMenu->exec(event->globalPos());
}
QTableView::mousePressEvent(event);
}
示例7: EvaluateShortestPathsHelper
void BfsHelper::EvaluateShortestPaths(std::pair<int, int> pos, int steps)
{
EvaluateShortestPathsHelper(pos, MoveLeft(pos), steps);
EvaluateShortestPathsHelper(pos, MoveRight(pos), steps);
EvaluateShortestPathsHelper(pos, MoveUp(pos), steps);
EvaluateShortestPathsHelper(pos, MoveDown(pos), steps);
}
示例8: switch
bool
TaskEditPanel::OnKeyDown(unsigned key_code)
{
switch (key_code){
case KEY_ESCAPE:
if (IsAltair() && GetList().HasFocus()){
dialog.FocusFirstControl();
return true;
}
return false;
case '6': /* F5 */
if (IsAltair()) {
MoveUp();
return true;
} else
return false;
case '7': /* F6 */
if (IsAltair()) {
MoveDown();
return true;
} else
return false;
default:
return false;
}
}
示例9: ScrollToOffset
bool CGUIFixedListContainer::MoveDown(bool wrapAround)
{
if (m_offset + m_cursor + 1 < (int)m_items.size())
{
ScrollToOffset(m_offset + 1);
}
else if (wrapAround)
{ // move first item in list
ScrollToOffset(-m_cursor);
g_infoManager.SetContainerMoving(GetID(), 1);
}
else
return false;
if (m_items.size() > (size_t) (m_offset +m_cursor) && m_items[m_offset +m_cursor]->GetPropertyBOOL("isseparator"))
{
if ((size_t) (m_offset +m_cursor) == m_items.size() - 1)
{
MoveUp(wrapAround);
if (!wrapAround)
return false;
}
else
{
MoveDown(wrapAround);
}
}
return true;
}
示例10: QDialog
QueueManager::QueueManager(QWidget* parent)
: QDialog(parent),
ui_(new Ui_QueueManager),
playlists_(nullptr),
current_playlist_(nullptr) {
ui_->setupUi(this);
ui_->list->setItemDelegate(new QueuedItemDelegate(this, 0));
// Set icons on buttons
ui_->move_down->setIcon(IconLoader::Load("go-down"));
ui_->move_up->setIcon(IconLoader::Load("go-up"));
ui_->remove->setIcon(IconLoader::Load("edit-delete"));
ui_->clear->setIcon(IconLoader::Load("edit-clear-list"));
// Set a standard shortcut
ui_->remove->setShortcut(QKeySequence::Delete);
// Button connections
connect(ui_->move_down, SIGNAL(clicked()), SLOT(MoveDown()));
connect(ui_->move_up, SIGNAL(clicked()), SLOT(MoveUp()));
connect(ui_->remove, SIGNAL(clicked()), SLOT(Remove()));
connect(ui_->clear, SIGNAL(clicked()), SLOT(Clear()));
QShortcut* close = new QShortcut(QKeySequence::Close, this);
connect(close, SIGNAL(activated()), SLOT(close()));
}
示例11: IsMoving
// Update
void Game_Player::Update() {
bool last_moving = IsMoving();
if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning()
/*move_route_forcing || Game_Temp::message_window_showing*/) {
switch (Input::dir4) {
case 2:
MoveDown();
break;
case 4:
MoveLeft();
break;
case 6:
MoveRight();
break;
case 8:
MoveUp();
}
}
int last_real_x = real_x;
int last_real_y = real_y;
Game_Character::Update();
UpdateScroll(last_real_x, last_real_y);
UpdateNonMoving(last_moving);
}
示例12: CatAxeParens
void CatAxeParens( void ) {
//==============================
// Remove LBR on ( // sequence.
//
// Before: | After:
// --------------- | ---------------
// | opr1 | PHI | | released**
// --------------- | ---------------
// CIT ==> | ( | opn2 | | CIT ==> | opr1 | opn2 |
// --------------- | ---------------
// | // | opn3 | | | // | opn3 |
// --------------- | ---------------
// ... | ...
//
// ** see KillOpnOpr() for case where first node is start-node of expr
BackTrack();
ReqNOpn();
MoveDown();
if( CITNode->is_catparen ) {
KillOpnOpr();
} else {
FiniCat();
}
}
示例13: switch
bool Dock::HandleEvent( sf::Event &e )
{
if( e.Type == sf::Event::KeyPressed ) {
switch( e.Key.Code ) {
case sf::Key::Escape:
Deactivate();
break;
case sf::Key::Up:
MoveUp();
break;
case sf::Key::Down:
MoveDown();
break;
case sf::Key::Left:
MoveLeft();
break;
case sf::Key::Right:
MoveRight();
break;
case sf::Key::Return:
case sf::Key::Space:
Execute();
break;
default:
break;
}
}
return true;
}
示例14: EventArise
int CGUIListBox::Keyboard(UINT character, UINT state)
{
if(character == VK_RETURN)
{
if(markListItem)
EventArise(EList,0,markListItem->GetID(),0,0,0);
}
if (character == VK_UP) {
MoveUp();
}
if (character == VK_DOWN) {
MoveDown();
}
if (character == VK_RIGHT) {
MoveRight();
}
if (character == VK_LEFT) {
MoveLeft();
}
return 1;
}
示例15: MoveUp
/********************************************************************************
Fly
********************************************************************************/
void Camera3::Fly(const double dt)
{
if(dt > 0)
MoveUp(dt);
else if(dt < 0)
MoveDown(dt);
}