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C++ SCR_UpdateScreen函数代码示例

本文整理汇总了C++中SCR_UpdateScreen函数的典型用法代码示例。如果您正苦于以下问题:C++ SCR_UpdateScreen函数的具体用法?C++ SCR_UpdateScreen怎么用?C++ SCR_UpdateScreen使用的例子?那么, 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SCR_UpdateScreen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: CL_UISystemCalls


//.........这里部分代码省略.........
	case UI_R_ADDREFENTITYTOSCENE:
		re->AddRefEntityToScene( (const refEntity_t *)VMA(1) );
		return 0;

	case UI_R_ADDPOLYTOSCENE:
		re->AddPolyToScene( args[1], args[2], (const polyVert_t *)VMA(3), 1 );
		return 0;

	case UI_R_ADDLIGHTTOSCENE:
#ifdef VV_LIGHTING
		VVLightMan.RE_AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
#else
		re->AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
#endif
		return 0;

	case UI_R_RENDERSCENE:
		re->RenderScene( (const refdef_t *)VMA(1) );
		return 0;

	case UI_R_SETCOLOR:
		re->SetColor( (const float *)VMA(1) );
		return 0;

	case UI_R_DRAWSTRETCHPIC:
		re->DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;

  case UI_R_MODELBOUNDS:
		re->ModelBounds( args[1], (float *)VMA(2), (float *)VMA(3) );
		return 0;

	case UI_UPDATESCREEN:
		SCR_UpdateScreen();
		return 0;

	case UI_CM_LERPTAG:
		re->LerpTag( (orientation_t *)VMA(1), args[2], args[3], args[4], VMF(5), (const char *)VMA(6) );
		return 0;

	case UI_S_REGISTERSOUND:
		return S_RegisterSound( (const char *)VMA(1) );

	case UI_S_STARTLOCALSOUND:
		S_StartLocalSound( args[1], args[2] );
		return 0;

	case UI_KEY_KEYNUMTOSTRINGBUF:
		Key_KeynumToStringBuf( args[1], (char *)VMA(2), args[3] );
		return 0;

	case UI_KEY_GETBINDINGBUF:
		Key_GetBindingBuf( args[1], (char *)VMA(2), args[3] );
		return 0;

	case UI_KEY_SETBINDING:
		Key_SetBinding( args[1], (const char *)VMA(2) );
		return 0;

	case UI_KEY_ISDOWN:
		return Key_IsDown( args[1] );

	case UI_KEY_GETOVERSTRIKEMODE:
		return Key_GetOverstrikeMode();

	case UI_KEY_SETOVERSTRIKEMODE:
开发者ID:Pande,项目名称:OpenJK,代码行数:67,代码来源:cl_ui.cpp

示例2: CL_CgameSystemCalls

intptr_t CL_CgameSystemCalls( intptr_t *args ) {
#ifndef __NO_JK2
	if( com_jk2 && com_jk2->integer )
	{
		args[0] = (intptr_t)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]);
	}
#endif
	switch( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", VMA(1) );
		return 0;
	case CG_ERROR:
		Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] );
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( (vmCvar_t *) VMA(1) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] );
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer( (char *) VMA(1), args[2] );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] );
	case CG_FS_READ:
		FS_Read( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( (const char *) VMA(1) );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( (const char *) VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( (const char *) VMA(1) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
		SCR_UpdateScreen();
		return 0;
	case CG_RMG_INIT:
		/*
		if (!com_sv_running->integer)
		{	// don't do this if we are connected locally
			if (!TheRandomMissionManager)
			{
				TheRandomMissionManager = new CRMManager;
			}
			TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] );
			TheRandomMissionManager->LoadMission(qfalse);
			TheRandomMissionManager->SpawnMission(qfalse);
			cmg.landScapes[args[1]]->UpdatePatches();
		}
		*/ //this is SP.. I guess we're always the client and server.
//		cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed();
		RM_CreateRandomModels(args[1], (const char *)VMA(2));
		//cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum);		// restore it, in case we do a vid restart
		cmg.landScape->rand_seed(cmg.landScape->get_rand_seed());
//		TheRandomMissionManager->CreateMap();
		return 0;
	case CG_CM_REGISTER_TERRAIN:
		return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId();

	case CG_RE_INIT_RENDERER_TERRAIN:
		re.InitRendererTerrain((const char *)VMA(1));
		return 0;

	case CG_CM_LOADMAP:
		CL_CM_LoadMap( (const char *) VMA(1), args[2] );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( (float *)VMA(1), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] );
//.........这里部分代码省略.........
开发者ID:Delfin1,项目名称:OpenJK,代码行数:101,代码来源:cl_cgame.cpp

示例3: Console_Key

/*
====================
Console_Key

Handles history and console scrollback
====================
*/
void Console_Key (int key) {
	// ctrl-L clears screen
	if ( key == 'l' && keys[K_CTRL].down ) {
		Cbuf_AddText ("clear\n");
		return;
	}

	// enter finishes the line
	if ( key == K_ENTER || key == K_KP_ENTER ) {
		// if not in the game explicitly prepend a slash if needed
		if ( cls.state != CA_ACTIVE 
			&& g_consoleField.buffer[0] != '\0'
			&& g_consoleField.buffer[0] != '\\' 
			&& g_consoleField.buffer[0] != '/' ) {
			char	temp[MAX_EDIT_LINE-1];

			Q_strncpyz( temp, g_consoleField.buffer, sizeof( temp ) );
			Com_sprintf( g_consoleField.buffer, sizeof( g_consoleField.buffer ), "\\%s", temp );
			g_consoleField.cursor++;
		}

		Com_Printf ( "]%s\n", g_consoleField.buffer );

		// leading slash is an explicit command
		if ( g_consoleField.buffer[0] == '\\' || g_consoleField.buffer[0] == '/' ) {
			Cbuf_AddText( g_consoleField.buffer+1 );	// valid command
			Cbuf_AddText ("\n");
		} else {
			// other text will be chat messages
			if ( !g_consoleField.buffer[0] ) {
				return;	// empty lines just scroll the console without adding to history
			} else {
				Cbuf_AddText ("cmd say ");
				Cbuf_AddText( g_consoleField.buffer );
				Cbuf_AddText ("\n");
			}
		}

		// copy line to history buffer
		Con_SaveField( &g_consoleField );

		Field_Clear( &g_consoleField );
		g_consoleField.widthInChars = g_console_field_width;

		if ( cls.state == CA_DISCONNECTED ) {
			SCR_UpdateScreen ();	// force an update, because the command
		}							// may take some time
		return;
	}

	// command completion

	if (key == K_TAB) {
		Field_AutoComplete(&g_consoleField);
		return;
	}

	// command history (ctrl-p ctrl-n for unix style)

	if ( (key == K_MWHEELUP && keys[K_SHIFT].down) || ( key == K_UPARROW ) || ( key == K_KP_UPARROW ) ||
		 ( ( tolower(key) == 'p' ) && keys[K_CTRL].down ) ) {
		Con_HistoryGetPrev( &g_consoleField );
		g_consoleField.widthInChars = g_console_field_width;
		return;
	}

	if ( (key == K_MWHEELDOWN && keys[K_SHIFT].down) || ( key == K_DOWNARROW ) || ( key == K_KP_DOWNARROW ) ||
		 ( ( tolower(key) == 'n' ) && keys[K_CTRL].down ) ) {
		Con_HistoryGetNext( &g_consoleField );
		g_consoleField.widthInChars = g_console_field_width;
		return;
	}

	// console scrolling
	if ( key == K_PGUP ) {
		if ( keys[K_CTRL].down ) {	// hold <ctrl> to accelerate scrolling
			Con_PageUp( 0 );		// by one visible page
		} else {
			Con_PageUp( 1 );
		}
		return;
	}

	if ( key == K_PGDN ) {
		if ( keys[K_CTRL].down ) {	// hold <ctrl> to accelerate scrolling
			Con_PageDown( 0 );		// by one visible page
		} else {
			Con_PageDown( 1 );
		}
		return;
	}

	if ( key == K_MWHEELUP ) {	//----(SA)	added some mousewheel functionality to the console
//.........这里部分代码省略.........
开发者ID:BigJohnJD,项目名称:Quake-III-132,代码行数:101,代码来源:cl_keys.c

示例4: _Host_Frame

/*
==================
Host_Frame

Runs all active servers
==================
*/
void _Host_Frame (float time)
{
	static double		time1 = 0;
	static double		time2 = 0;
	static double		time3 = 0;
	int			pass1, pass2, pass3;

	if (setjmp (host_abortserver) )
		return;			// something bad happened, or the server disconnected

// keep the random time dependent
	rand ();

// decide the simulation time
	if (!Host_FilterTime (time))
		return;			// don't run too fast, or packets will flood out

// get new key events
	Sys_SendKeyEvents ();

// allow mice or other external controllers to add commands
	IN_Commands ();

// process console commands
	Cbuf_Execute ();
	NET_Poll();

// if running the server locally, make intentions now
	if (sv.active){
		CL_SendCmd ();
	}

//-------------------
//
// server operations
//
//-------------------

// check for commands typed to the host
	Host_GetConsoleCommands ();

	if (sv.active){
		Host_ServerFrame ();
	}

//-------------------
//
// client operations
//
//-------------------

// if running the server remotely, send intentions now after
// the incoming messages have been read
	if (!sv.active){
		CL_SendCmd ();
	}

	host_time += host_frametime;

// fetch results from server
	if (cls.state == ca_connected)
	{
		CL_ReadFromServer ();
	}

// update video
	if (host_speeds.value)
		time1 = Sys_FloatTime ();

	SCR_UpdateScreen ();

	if (host_speeds.value)
		time2 = Sys_FloatTime ();

// update audio
	if (cls.signon == SIGNONS)
	{
		S_Update (r_origin, vpn, vright, vup);
		CL_DecayLights ();
	}
	else
		S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin);

	CDAudio_Update();

	if (host_speeds.value)
	{
		pass1 = (time1 - time3)*1000;
		time3 = Sys_FloatTime ();
		pass2 = (time2 - time1)*1000;
		pass3 = (time3 - time2)*1000;
		Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n",
					pass1+pass2+pass3, pass1, pass2, pass3);
//.........这里部分代码省略.........
开发者ID:masterfeizz,项目名称:ctrQuake,代码行数:101,代码来源:host.c

示例5: CL_UISystemCalls


//.........这里部分代码省略.........
	case UI_R_ADDCORONATOSCENE:
		re.AddCoronaToScene( static_cast<const vec_t*> (VMA( 1 )), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] );
		return 0;

	case UI_R_RENDERSCENE:
		re.RenderScene( static_cast<const refdef_t*> (VMA( 1 )) );
		return 0;

	case UI_R_SETCOLOR:
		re.SetColor( static_cast<const float*> (VMA( 1 )) );
		return 0;

#if defined RTCW_ET
	case UI_R_DRAW2DPOLYS:
		re.Add2dPolys( static_cast<polyVert_t*> (VMA( 1 )), args[2], args[3] );
		return 0;
#endif // RTCW_XX

	case UI_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9] );
		return 0;

#if defined RTCW_ET
	case UI_R_DRAWROTATEDPIC:
		re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMF( 10 ) );
		return 0;
#endif // RTCW_XX

	case UI_R_MODELBOUNDS:
		re.ModelBounds( args[1], static_cast<vec_t*> (VMA( 2 )), static_cast<vec_t*> (VMA( 3 )) );
		return 0;

	case UI_UPDATESCREEN:
		SCR_UpdateScreen();
		return 0;

	case UI_CM_LERPTAG:
		return re.LerpTag( static_cast<orientation_t*> (VMA( 1 )), static_cast<refEntity_t*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )), args[4] );

	case UI_S_REGISTERSOUND:
#ifdef DOOMSOUND    ///// (SA) DOOMSOUND
		return S_RegisterSound( VMA( 1 ) );
#else

#if !defined RTCW_ET
		return S_RegisterSound( static_cast<const char*> (VMA( 1 )), qfalse );
#else
		return S_RegisterSound( static_cast<const char*> (VMA( 1 )), args[2] );
#endif // RTCW_XX

#endif  ///// (SA) DOOMSOUND

	case UI_S_STARTLOCALSOUND:

#if !defined RTCW_ET
		S_StartLocalSound( args[1], args[2] );
#else
		S_StartLocalSound( args[1], args[2], args[3] );
#endif // RTCW_XX

		return 0;

#if !defined RTCW_MP
//----(SA)	added
	case UI_S_FADESTREAMINGSOUND:
		S_FadeStreamingSound( VMF( 1 ), args[2], args[3] );
开发者ID:bibendovsky,项目名称:rtcw,代码行数:67,代码来源:cl_ui.cpp

示例6: CL_PrepVideo

/*
=================
CL_PrepVideo

Call before entering a new level, or after changing dlls
=================
*/
void CL_PrepVideo( void )
{
	string	name, mapname;
	int	i, mdlcount;
	int	map_checksum; // dummy

	if( !cl.model_precache[1][0] )
		return; // no map loaded

	Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar
	MsgDev( D_NOTE, "CL_PrepVideo: %s\n", clgame.mapname );

	// let the render dll load the map
	Q_strncpy( mapname, cl.model_precache[1], MAX_STRING ); 
	Mod_LoadWorld( mapname, &map_checksum, false );
	cl.worldmodel = Mod_Handle( 1 ); // get world pointer
	Cvar_SetFloat( "scr_loading", 25.0f );

	SCR_UpdateScreen();

	// make sure what map is valid
	if( !cls.demoplayback && map_checksum != cl.checksum )
		Host_Error( "Local map version differs from server: %i != '%i'\n", map_checksum, cl.checksum );

	for( i = 0, mdlcount = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ )
		mdlcount++; // total num models

	for( i = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ )
	{
		Q_strncpy( name, cl.model_precache[i+1], MAX_STRING );
		Mod_RegisterModel( name, i+1 );
		Cvar_SetFloat( "scr_loading", scr_loading->value + 75.0f / mdlcount );
		if( cl_allow_levelshots->integer || host.developer > 3 || cl.background )
			SCR_UpdateScreen();
	}

	// update right muzzleflash indexes
	CL_RegisterMuzzleFlashes ();

	// invalidate all decal indexes
	Q_memset( cl.decal_index, 0, sizeof( cl.decal_index ));

	CL_ClearWorld ();

	R_NewMap(); // tell the render about new map

	V_SetupOverviewState(); // set overview bounds

	// must be called after lightmap loading!
	clgame.dllFuncs.pfnVidInit();

	// release unused SpriteTextures
	for( i = 1; i < MAX_IMAGES; i++ )
	{
		if( !clgame.sprites[i].name[0] ) continue; // free slot
		if( clgame.sprites[i].needload != clgame.load_sequence )
			Mod_UnloadSpriteModel( &clgame.sprites[i] );
	}

	Mod_FreeUnused ();

	Cvar_SetFloat( "scr_loading", 100.0f );	// all done

	if( host.decalList )
	{
		// need to reapply all decals after restarting
		for( i = 0; i < host.numdecals; i++ )
		{
			decallist_t *entry = &host.decalList[i];
			cl_entity_t *pEdict = CL_GetEntityByIndex( entry->entityIndex );
			int decalIndex = CL_DecalIndex( CL_DecalIndexFromName( entry->name ));
			int modelIndex = 0;

			if( pEdict ) modelIndex = pEdict->curstate.modelindex;
			CL_DecalShoot( decalIndex, entry->entityIndex, modelIndex, entry->position, entry->flags );
		}
		Z_Free( host.decalList );
	}

	host.decalList = NULL; 
	host.numdecals = 0;

	if( host.soundList )
	{
		// need to reapply all ambient sounds after restarting
		for( i = 0; i < host.numsounds; i++ )
		{
			soundlist_t *entry = &host.soundList[i];
			if( entry->looping && entry->entnum != -1 )
			{
				MsgDev( D_NOTE, "Restarting sound %s...\n", entry->name );
				S_AmbientSound( entry->origin, entry->entnum,
				S_RegisterSound( entry->name ), entry->volume, entry->attenuation,
//.........这里部分代码省略.........
开发者ID:aktel,项目名称:surface_multiplayer,代码行数:101,代码来源:cl_main.c

示例7: CL_Frame

void
CL_Frame(int msec)
{
	static int extratime;
	static int lasttimecalled;

	if (dedicated->value)
	{
		return;
	}

	extratime += msec;

	if (!cl_timedemo->value)
	{
		if ((cls.state == ca_connected) && (extratime < 100))
		{
			return; /* don't flood packets out while connecting */
		}

		if (extratime < 1000 / cl_maxfps->value)
		{
			return; /* framerate is too high */
		}
	}

	/* decide the simulation time */
	cls.frametime = extratime / 1000.0;

	cl.time += extratime;

	cls.realtime = curtime;

	extratime = 0;

	if (cls.frametime > (1.0 / 5))
	{
		cls.frametime = (1.0 / 5);
	}

	/* if in the debugger last frame, don't timeout */
	if (msec > 5000)
	{
		cls.netchan.last_received = Sys_Milliseconds();
	}

	/* fetch results from server */
	CL_ReadPackets();

	/* send a new command message to the server */
	CL_SendCommand();

	/* predict all unacknowledged movements */
	CL_PredictMovement();

	/* allow renderer DLL change */
	VID_CheckChanges();

	if (!cl.refresh_prepped && (cls.state == ca_active))
	{
		CL_PrepRefresh();
	}

	/* update the screen */
	if (host_speeds->value)
	{
		time_before_ref = Sys_Milliseconds();
	}

	SCR_UpdateScreen();

	if (host_speeds->value)
	{
		time_after_ref = Sys_Milliseconds();
	}

	/* update audio */
	S_Update(cl.refdef.vieworg, cl.v_forward, cl.v_right, cl.v_up);
#ifdef CDA
	CDAudio_Update();
#endif

	/* advance local effects for next frame */
	CL_RunDLights();

	CL_RunLightStyles();

	SCR_RunCinematic();

	SCR_RunConsole();

	cls.framecount++;

	if (log_stats->value)
	{
		if (cls.state == ca_active)
		{
			if (!lasttimecalled)
			{
				lasttimecalled = Sys_Milliseconds();
//.........这里部分代码省略.........
开发者ID:Jenco420,项目名称:yquake2,代码行数:101,代码来源:cl_main.c

示例8: Key_Console

/*
====================
Key_Console

Interactive line editing and console scrollback
====================
*/
static void Key_Console (int key)
{
	int	history_line_last;
	size_t		len;
	char	*workline = key_lines[edit_line];

	switch (key)
	{
	case K_ENTER:
	// backslash text are commands, else chat
		if (workline[1] == '\\' || workline[1] == '/')
			Cbuf_AddText (workline + 2);	// skip the >
		else if (CheckForCommand())
			Cbuf_AddText (workline + 1);	// valid command
		else
		{	// convert to a chat message
			if (cls.state >= ca_connected)
				Cbuf_AddText ("say ");
			Cbuf_AddText (workline + 1);	// skip the >
		}

		Cbuf_AddText ("\n");
		Con_Printf ("%s\n", workline);
		edit_line = (edit_line + 1) & 31;
		history_line = edit_line;
		key_lines[edit_line][0] = ']';
		key_lines[edit_line][1] = 0;
		key_linepos = 1;
		if (cls.state == ca_disconnected)
			SCR_UpdateScreen ();	// force an update, because the command
								// may take some time
		return;

	case K_TAB:
		CompleteCommand ();
		return;

	case K_LEFTARROW:
		if (key_linepos < 2)
			return;
		if (keydown[K_CTRL])
		{
		/* ctrl - left, word processor style: first,
		 * move to the ending of previous word, then
		 * move to its beginning
		 */
			char *p = workline + key_linepos - 1;
			while (p != workline && *p == ' ')
				--p;
			while (p != workline)
			{
				if (*--p == ' ')
					break;
			}
			key_linepos = (int)(p - workline) + 1;
		}
		else	/* simple cursor-to-left, only. */
		{
			--key_linepos;
		}
		return;

	case K_RIGHTARROW:
		if (!workline[key_linepos])
			return;
		if (keydown[K_CTRL])
		{
		/* ctrl - right, word processor style: if
		 * we are on a text move to its end, then
		 * move to the beginning of the next word
		 */
			char *p = workline + key_linepos;
			while (*p && *p != ' ')
				++p;
			while (*p && *p == ' ')
				++p;
			key_linepos = (int)(p - workline);
		}
		else	/* simple cursor-to-right only. */
		{
			++key_linepos;
		}
		return;

	case K_BACKSPACE:
		if (key_linepos > 1)
		{
			workline += key_linepos - 1;
			if (workline[1])
			{
				len = strlen(workline);
				memmove (workline, workline + 1, len);
			}
//.........这里部分代码省略.........
开发者ID:svn2github,项目名称:uhexen2,代码行数:101,代码来源:keys.c

示例9: CL_CgameSystemCalls

/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
	switch ( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", VMA( 1 ) );
		return 0;
	case CG_ERROR:
		Com_Error( ERR_DROP, "%s", VMA( 1 ) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] );
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( VMA( 1 ) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( VMA( 1 ), VMA( 2 ) );
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[3] );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], VMA( 2 ), args[3] );
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer( VMA( 1 ), args[2] );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] );
	case CG_FS_READ:
		FS_Read( VMA( 1 ), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		return FS_Write( VMA( 1 ), args[2], args[3] );
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( VMA( 1 ) );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( VMA( 1 ) );
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommand( VMA( 1 ) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( VMA( 1 ) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
// if there is a map change while we are downloading at pk3.
// ZOID
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap( VMA( 1 ) );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( VMA( 1 ), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( VMA( 1 ), args[2], VMA( 3 ), VMA( 4 ) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qfalse );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qfalse );
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qtrue );
		return 0;
	case CG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qtrue );
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) );
	case CG_S_STARTSOUND:
		S_StartSound( VMA( 1 ), args[2], args[3], args[4] );
		return 0;
//----(SA)	added
//.........这里部分代码省略.........
开发者ID:jonathangray,项目名称:rtcw-sp-openbsd,代码行数:101,代码来源:cl_cgame.c

示例10: CL_CgameSystemCalls

/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
	switch( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", VMA(1) );
		return 0;
	case CG_FATAL_ERROR:
		Com_Error( ERR_DROP, "%s", VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( VMA(1), VMA(2) );
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;
	case CG_ARGVI:
		return atoi( Cmd_Argv( args[1] ) );
	case CG_ARGS:
		Cmd_ArgsBuffer( VMA(1), args[2] );
		return 0;
	case CG_CMD_EXECUTETEXT:
		Cbuf_ExecuteText( args[1], VMA(2) );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
	case CG_FS_READ:
		FS_Read( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( VMA(1) );
		return 0;
	case CG_FORWARDCOMMAND:
		VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( VMA(1) );
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommand( VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( VMA(1) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
// if there is a map change while we are downloading at pk3.
// ZOID
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap( VMA(1) );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( VMA(1), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );
		return 0;
//.........这里部分代码省略.........
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:101,代码来源:cl_cgame.c

示例11: CL_CgameSystemCalls


//.........这里部分代码省略.........

		case CG_FS_GETFILELIST:
			VM_CheckBlock( args[3], args[4], "FSGFL" );
			return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case CG_FS_DELETEFILE:
			return FS_Delete( VMA( 1 ) );

		case CG_SENDCONSOLECOMMAND:
			Cbuf_AddText( VMA( 1 ) );
			return 0;

		case CG_ADDCOMMAND:
			CL_AddCgameCommand( VMA( 1 ) );
			return 0;

		case CG_REMOVECOMMAND:
			Cmd_RemoveCommand( VMA( 1 ) );
			return 0;

		case CG_COMPLETE_CALLBACK:
			if ( completer )
			{
				completer( VMA( 1 ) );
			}

			return 0;

		case CG_SENDCLIENTCOMMAND:
			CL_AddReliableCommand( VMA( 1 ) );
			return 0;

		case CG_UPDATESCREEN:
			SCR_UpdateScreen();
			return 0;

		case CG_CM_LOADMAP:
			CL_CM_LoadMap( VMA( 1 ) );
			return 0;

		case CG_CM_NUMINLINEMODELS:
			return CM_NumInlineModels();

		case CG_CM_INLINEMODEL:
			return CM_InlineModel( args[ 1 ] );

		case CG_CM_TEMPBOXMODEL:
			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );

		case CG_CM_TEMPCAPSULEMODEL:
			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );

		case CG_CM_POINTCONTENTS:
			return CM_PointContents( VMA( 1 ), args[ 2 ] );

		case CG_CM_TRANSFORMEDPOINTCONTENTS:
			return CM_TransformedPointContents( VMA( 1 ), args[ 2 ], VMA( 3 ), VMA( 4 ) );

		case CG_CM_BOXTRACE:
			CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_AABB );
			return 0;

		case CG_CM_TRANSFORMEDBOXTRACE:
			CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_AABB );
			return 0;
开发者ID:justhacking,项目名称:Unvanquished,代码行数:66,代码来源:cl_cgame.c

示例12: CL_Frame


//.........这里部分代码省略.........
		}

		lodFrameCount++;
		if(lodFrameCount==5 && bias > 0)
		{
			bias--;
			Cvar_SetValue("r_lodBias", bias);
			lodFrameCount = 0;
		}
	}
	frameCount++;

	if(in_camera)
	{
		// No LOD stuff during cutscenes
		Cvar_SetValue("r_lodBias", 0);
	}

	cls.frametimeFraction=fractionMsec;
	cls.realtime += msec;
	cls.realtimeFraction+=fractionMsec;
	if (cls.realtimeFraction>=1.0f)
	{
		if (cl_newClock&&cl_newClock->integer)
		{
			cls.realtime++;
		}
		cls.realtimeFraction-=1.0f;
	}
#ifndef _XBOX
	if ( cl_timegraph->integer ) {
		SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
	}
#endif

#ifdef _XBOX
	//Check on the hot swappable button states.
	CL_UpdateHotSwap();
#endif

	// see if we need to update any userinfo
	CL_CheckUserinfo();

	// if we haven't gotten a packet in a long time,
	// drop the connection
	CL_CheckTimeout();

	// send intentions now
	CL_SendCmd();

	// resend a connection request if necessary
	CL_CheckForResend();

	// decide on the serverTime to render
	CL_SetCGameTime();

	if (cl_pano->integer && cls.state == CA_ACTIVE) {	//grab some panoramic shots
		int i = 1;
		int pref = cl_pano->integer;
		int oldnoprint = cl_noprint->integer;
		Con_Close();
		cl_noprint->integer = 1;	//hide the screen shot msgs
		for (; i <= cl_panoNumShots->integer; i++) {
			Cvar_SetValue( "pano", i );
			SCR_UpdateScreen();// update the screen
			Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) );	//grab this screen
		}
		Cvar_SetValue( "pano", 0 );	//done
		cl_noprint->integer = oldnoprint;
	}

	if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
		if (cl_skippingcin->modified){
			S_StopSounds();		//kill em all but music	
			cl_skippingcin->modified=qfalse;
			Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING"));
			SCR_UpdateScreen();
		}
	} else {
		// update the screen
		SCR_UpdateScreen();

#if defined(_XBOX) && !defined(FINAL_BUILD)
		if (D3DPERF_QueryRepeatFrame())
			SCR_UpdateScreen();
#endif
	}
	// update audio
	S_Update();

#ifdef _IMMERSION
	FF_Update();
#endif // _IMMERSION
	// advance local effects for next frame
	SCR_RunCinematic();

	Con_RunConsole();

	cls.framecount++;
}
开发者ID:Drakesinger,项目名称:jediacademypc,代码行数:101,代码来源:cl_main.cpp

示例13: CL_UISystemCalls


//.........这里部分代码省略.........
			re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case UI_R_RENDERSCENE:
			re.RenderScene( VMA( 1 ) );
			return 0;

		case UI_R_SETCOLOR:
			re.SetColor( VMA( 1 ) );
			return 0;

			// Tremulous
		case UI_R_SETCLIPREGION:
			re.SetClipRegion( VMA( 1 ) );
			return 0;

		case UI_R_DRAW2DPOLYS:
			re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case UI_R_DRAWSTRETCHPIC:
			re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ] );
			return 0;

		case UI_R_DRAWROTATEDPIC:
			re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) );
			return 0;

		case UI_R_MODELBOUNDS:
			re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) );
			return 0;

		case UI_UPDATESCREEN:
			SCR_UpdateScreen();
			return 0;

		case UI_CM_LERPTAG:
			return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case UI_S_REGISTERSOUND:
#ifdef DOOMSOUND ///// (SA) DOOMSOUND
			return S_RegisterSound( VMA( 1 ) );
#else
			return S_RegisterSound( VMA( 1 ), args[ 2 ] );
#endif ///// (SA) DOOMSOUND

		case UI_S_STARTLOCALSOUND:
			//S_StartLocalSound(args[1], args[2], args[3]);
			S_StartLocalSound( args[ 1 ], args[ 2 ] );
			return 0;

		case UI_S_FADESTREAMINGSOUND:
			// FIXME
			//S_FadeStreamingSound(VMF(1), args[2], args[3]);
			return 0;

		case UI_S_FADEALLSOUNDS:
			// FIXME
			//S_FadeAllSounds(VMF(1), args[2], args[3]);
			return 0;

		case UI_KEY_KEYNUMTOSTRINGBUF:
			VM_CheckBlock( args[2], args[3], "KEYNTSB" );
			Key_KeynumToStringBuf( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;
开发者ID:ghostmod,项目名称:Unvanquished,代码行数:66,代码来源:cl_ui.c

示例14: CL_CgameSystemCalls

/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args )
{
	if( cls.cgInterface == 2 && args[0] >= CG_R_SETCLIPREGION && args[0] < CG_MEMSET )
    {
		if( args[0] < CG_S_STOPBACKGROUNDTRACK - 1 )
			args[0] += 1;

        else if( args[0] < CG_S_STOPBACKGROUNDTRACK + 4 )
			args[0] += CG_PARSE_ADD_GLOBAL_DEFINE - CG_S_STOPBACKGROUNDTRACK + 1;

        else if( args[0] < CG_PARSE_ADD_GLOBAL_DEFINE + 4 )
			args[0] -= 4;

        else if( args[0] >= CG_PARSE_SOURCE_FILE_AND_LINE && args[0] <= CG_S_SOUNDDURATION )
			args[0] = CG_PARSE_SOURCE_FILE_AND_LINE - 1337 - args[0] ;
	}

	switch( args[0] )
    {
        case CG_PRINT:
            Com_Printf( "%s", (const char*)VMA(1) );
            return 0;
        case CG_ERROR:
            if( probingCG )
            {
                cls.cgInterface = 2; // this is a 1.1.0 cgame
                return 0;
            }
            Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
            return 0;
        case CG_MILLISECONDS:
            return Sys_Milliseconds();
        case CG_CVAR_REGISTER:
            Cvar_Register( (vmCvar_t*)VMA(1), (const char*)VMA(2), (const char*)VMA(3), args[4] ); 
            return 0;
        case CG_CVAR_UPDATE:
            Cvar_Update( (vmCvar_t*)VMA(1) );
            return 0;
        case CG_CVAR_SET:
            Cvar_SetSafe( (const char*)VMA(1), (const char*)VMA(2) );
            return 0;
        case CG_CVAR_VARIABLESTRINGBUFFER:
            Cvar_VariableStringBuffer( (const char*)VMA(1), (char*)VMA(2), args[3] );
            return 0;
        case CG_ARGC:
            return Cmd_Argc();
        case CG_ARGV:
            Cmd_ArgvBuffer( args[1], (char*)VMA(2), args[3] );
            return 0;
        case CG_ARGS:
            Cmd_ArgsBuffer( (char*)VMA(1), args[2] );
            return 0;
        case CG_LITERAL_ARGS:
            Cmd_LiteralArgsBuffer( (char*)VMA(1), args[2] );
            return 0;
        case CG_FS_FOPENFILE:
            return FS_FOpenFileByMode( (const char*)VMA(1), (fileHandle_t*)VMA(2), (FS_Mode)args[3] );
        case CG_FS_READ:
            FS_Read( VMA(1), args[2], args[3] );
            return 0;
        case CG_FS_WRITE:
            FS_Write( VMA(1), args[2], args[3] );
            return 0;
        case CG_FS_FCLOSEFILE:
            FS_FCloseFile( args[1] );
            return 0;
        case CG_FS_SEEK:
            return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] );
        case CG_FS_GETFILELIST:
            return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] );
        case CG_SENDCONSOLECOMMAND:
            Cbuf_AddText( (const char*)VMA(1) );
            return 0;
        case CG_ADDCOMMAND:
            CL_AddCgameCommand( (const char*)VMA(1) );
            return 0;
        case CG_REMOVECOMMAND:
            Cmd_RemoveCommandSafe( (const char*)VMA(1) );
            return 0;
        case CG_SENDCLIENTCOMMAND:
            CL_AddReliableCommand((const char*)VMA(1), false);
            return 0;
        case CG_UPDATESCREEN:
            // this is used during lengthy level loading, so pump message loop
            //		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
            // We can't call Com_EventLoop here, a restart will crash and this _does_ happen
            // if there is a map change while we are downloading at pk3.
            // ZOID
            SCR_UpdateScreen();
            return 0;
        case CG_CM_LOADMAP:
            CL_CM_LoadMap( (const char*)VMA(1) );
            return 0;
//.........这里部分代码省略.........
开发者ID:GrangerHub,项目名称:tremulous,代码行数:101,代码来源:cl_cgame.cpp

示例15: SCR_UpdateWholeScreen

/*
==================
SCR_UpdateWholeScreen
==================
*/
void SCR_UpdateWholeScreen (void)
{
	scr_fullupdate = 0;
	SCR_UpdateScreen ();
}
开发者ID:mozzwald,项目名称:sdlquake-zipit,代码行数:10,代码来源:screen.c


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