本文整理汇总了C++中MoveUp函数的典型用法代码示例。如果您正苦于以下问题:C++ MoveUp函数的具体用法?C++ MoveUp怎么用?C++ MoveUp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MoveUp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: vec2
void Camera::Input()
{
float sensitivity = 0.001f;
float movAmt = static_cast<float>(10 * Time::GetDelta());
float rotAmt = static_cast<float>(1.5f * Time::GetDelta());
if (Input::GetMouseDown(GLFW_MOUSE_BUTTON_1))
{
m_cursorStoredPos = Input::GetCursorPosition();
vec2 centerPos = vec2((float)WIDTH / 2.0f, (float)WIDTH / 2.0f);
Input::SetCursorPosition(centerPos);
Input::SetCursorVisibility(false);
m_mouselocked = true;
}
if (Input::GetMouseUp(GLFW_MOUSE_BUTTON_1))
{
Input::SetCursorPosition(m_cursorStoredPos);
Input::SetCursorVisibility(true);
m_mouselocked = false;
}
if (m_mouselocked)
{
vec2 centerPos = vec2((float)WIDTH / 2.0f, (float)WIDTH / 2.0f);
vec2 currentPos = Input::GetCursorPosition();
vec2 deltaPos = centerPos - currentPos;
bool rotY = deltaPos.x != 0;
bool rotX = deltaPos.y != 0;
if (rotY)
RotateY(deltaPos.x * sensitivity);
if (rotX)
RotateX(deltaPos.y * sensitivity);
if (rotY || rotX)
Input::SetCursorPosition(centerPos);
}
if (Input::GetKey(GLFW_KEY_W))
{
MoveUp(movAmt);
}
if (Input::GetKey(GLFW_KEY_S))
{
MoveUp(-movAmt);
}
if (Input::GetKey(GLFW_KEY_D))
{
MoveRight(movAmt);
}
if (Input::GetKey(GLFW_KEY_A))
{
MoveRight(-movAmt);
}
}
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: 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5: switch
bool
TaskEditPanel::OnKeyDown(unsigned key_code)
{
switch (key_code){
case VK_ESCAPE:
if (IsAltair() && wTaskPoints->HasFocus()){
wf.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6: ScrollToOffset
bool CGUIFixedListContainer::MoveUp(bool wrapAround)
{
if (m_offset > -m_cursor)
ScrollToOffset(m_offset - 1);
else if (wrapAround)
{
if (m_items.size() > 0)
{ // move 2 last item in list
int offset = m_items.size() - m_cursor - 1;
if (offset < -m_cursor) offset = -m_cursor;
ScrollToOffset(offset);
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 (m_offset +m_cursor == 0)
{
MoveDown(wrapAround);
if (!wrapAround)
return false;
}
else
{
MoveUp(wrapAround);
}
}
return true;
}
示例7: Reset
void Reset()
{
uiCycloneTimer = 3*IN_MILLISECONDS;
uiBoltTimer = 7*IN_MILLISECONDS;
uiThunderTimer = 12*IN_MILLISECONDS;
uiHealthAmountModifier = 1;
bOpFerok = false;
bOpFerokFail = false;
bOnGround = false;
bCanDown = false;
bAchiev = true;
if (pInstance)
{
if (!bFirstTime)
pInstance->SetData(DATA_JEDOGA_SHADOWSEEKER_EVENT, FAIL);
pInstance->SetData64(DATA_PL_JEDOGA_TARGET, 0);
pInstance->SetData64(DATA_ADD_JEDOGA_OPFER, 0);
pInstance->SetData(DATA_JEDOGA_RESET_INITIANDS, 0);
}
MoveUp();
bFirstTime = false;
}
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: switch
void
TaskEditPanel::OnAction(int id)
{
switch (id) {
case EDIT:
OnEditTurnpointClicked();
break;
case MUTATE:
OnMakeFinish();
break;
case UP:
MoveUp();
break;
case DOWN:
MoveDown();
break;
case REVERSE:
ReverseTask();
break;
case CLEAR_ALL:
OnClearAllClicked();
break;
}
}
示例10: 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11: MoveUp
void CChatWindow::AddInfoDebugMessage(const char * szFormat, ...)
{
// Ensure we have a valid format string
if(!szFormat)
return;
#ifdef _DEBUG
MoveUp();
va_list vaArgs;
va_start(vaArgs, szFormat);
vsnprintf(m_chatMessages[0].szMessage, MAX_MESSAGE_LENGTH, szFormat, vaArgs);
va_end(vaArgs);
m_chatMessages[0].szMessage[MAX_MESSAGE_LENGTH] = '\0';
m_chatMessages[0].messageColor = MESSAGE_INFO_COLOR;
m_chatMessages[0].fNameExtent = 0;
m_chatMessages[0].bAllowFormatting = true;
m_iMessageAmount++;
// Write info to log
CLogFile::Open("Chatlog.log",true);
CLogFile::Printf("DEBUG: %s",m_chatMessages[0].szMessage);
CLogFile::Close();
CLogFile::Open("Client.log",true);//Reopen client.log
#endif
}
示例12: MoveUp
/********************************************************************************
Fly
********************************************************************************/
void Camera3::Fly(const double dt)
{
if(dt > 0)
MoveUp(dt);
else if(dt < 0)
MoveDown(dt);
}
示例13: 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14: 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15: 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;
}