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C++ Sys_Status函数代码示例

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

/*
 =======================================================================================================================
    QE_CheckAutoSave If five minutes have passed since making a change and the map hasn't been saved, save it out.
 =======================================================================================================================
 */
void QE_CheckAutoSave(void) {
	static bool inAutoSave = false;
	static bool autoToggle = false;
	if (inAutoSave) {
		Sys_Status("Did not autosave due recursive entry into autosave routine\n");
		return;
	}

	if ( !mapModified ) {
		return;
	}

	inAutoSave = true;

	if ( g_PrefsDlg.m_bAutoSave ) {
		CString strMsg = g_PrefsDlg.m_bSnapShots ? "Autosaving snapshot..." : "Autosaving...";
		Sys_Status(strMsg.GetBuffer(0), 0);

		if (g_PrefsDlg.m_bSnapShots && stricmp(currentmap, "unnamed.map") != 0) {
			Map_Snapshot();
		} else {
			Map_SaveFile(ValueForKey(g_qeglobals.d_project_entity, (autoToggle == 0) ? "autosave1" : "autosave2" ), false, true);
			autoToggle ^= 1;
		}
		Sys_Status("Autosaving...Saved.", 0);
		mapModified = 0;		// DHM - _D3XP
	} else {
		common->Printf("Autosave skipped...\n");
		Sys_Status("Autosave skipped...", 0);
	}

	inAutoSave = false;
}
开发者ID:jmarshall23,项目名称:Doom3BFGWithEditor,代码行数:38,代码来源:QE3.CPP

示例2: SelectVertexByRay

/*
 =======================================================================================================================
 =======================================================================================================================
 */
void SelectVertexByRay(idVec3 org, idVec3 dir) {
	int		i, besti;
	float	d, bestd;
	idVec3	temp;

	float scale = g_pParentWnd->ActiveXY()->Scale();
	// find the point closest to the ray
	besti = -1;
	bestd = 8 / scale / 2;

	for (i = 0; i < g_qeglobals.d_numpoints; i++) {
		temp = g_qeglobals.d_points[i] - org;
		d = temp * dir;
		temp = org + d * dir;
		temp = g_qeglobals.d_points[i] - temp;
		d = temp.Length();
		if ( d < bestd ) {
			bestd = d;
			besti = i;
		}
	}

	if (besti == -1 || bestd > 8 / scale / 2 ) {
		Sys_Status("Click didn't hit a vertex\n");
		return;
	}

	Sys_Status("hit vertex\n");
	g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];

	// SelectVertex (besti);
}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:36,代码来源:VERTSEL.CPP

示例3: Undo_AddBrush

/*
=============
Undo_AddBrush
=============
*/
void Undo_AddBrush(brush_t *pBrush)
{
	if (!g_lastundo)
	{
		Sys_Status("Undo_AddBrushList: no last undo.\n");
		return;
	}
	if (g_lastundo->entitylist.next != &g_lastundo->entitylist)
	{
		Sys_Status("Undo_AddBrushList: WARNING adding brushes after entity.\n");
	}
	//if the brush is already in the undo
	if (Undo_BrushInUndo(g_lastundo, pBrush))
		return;
	//clone the brush
	brush_t* pClone = Brush_FullClone(pBrush);
	//save the ID of the owner entity
	pClone->ownerId = pBrush->owner->entityId;

	if (pBrush->owner && !(pBrush->owner->eclass->nShowFlags & ECLASS_WORLDSPAWN)) {
		Undo_AddEntity(pBrush->owner);
	}

	//save the old undo ID for previous undos
	pClone->undoId = pBrush->undoId;
	Brush_AddToList (pClone, &g_lastundo->brushlist);
	//
	g_undoMemorySize += Brush_MemorySize(pClone);
}
开发者ID:Deepfreeze32,项目名称:taken,代码行数:34,代码来源:Undo.cpp

示例4: SelectBrush

void SelectBrush (int entitynum, int brushnum)
{
	entity_t	*e;
	brush_t		*b;
	int			i;

	if (entitynum == 0)
		e = world_entity;
	else
	{
		e = entities.next;
		while (--entitynum)
		{
			e=e->next;
			if (e == &entities)
			{
				Sys_Status ("No such entity.", 0);
				return;
			}
		}
	}

	b = e->brushes.onext;
	if (b == &e->brushes)
	{
		Sys_Status ("No such brush.", 0);
		return;
	}
	while (brushnum--)
	{
		b=b->onext;
		if (b == &e->brushes)
		{
			Sys_Status ("No such brush.", 0);
			return;
		}
	}

	Brush_RemoveFromList (b);
	Brush_AddToList (b, &selected_brushes);


	Sys_UpdateWindows (W_ALL);
	for (i=0 ; i<3 ; i++)
  {
    if (g_pParentWnd->GetXYWnd())
      g_pParentWnd->GetXYWnd()->GetOrigin()[i] = (b->mins[i] + b->maxs[i])/2;

    if (g_pParentWnd->GetXZWnd())
      g_pParentWnd->GetXZWnd()->GetOrigin()[i] = (b->mins[i] + b->maxs[i])/2;
    
    if (g_pParentWnd->GetYZWnd())
      g_pParentWnd->GetYZWnd()->GetOrigin()[i] = (b->mins[i] + b->maxs[i])/2;
  }

	Sys_Status ("Selected.", 0);
}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:57,代码来源:WIN_DLG.CPP

示例5: ConnectEntities

/*
   ===============
   ConnectEntities

   Sets target / targetname on the two entities selected
   from the first selected to the secon
   ===============
 */
void ConnectEntities( void ){
	entity_t    *e1, *e2;
	const char      *target;
	char        *newtarg = NULL;

	if ( g_qeglobals.d_select_count != 2 ) {
		Sys_Status( "Must have two brushes selected", 0 );
		Sys_Beep();
		return;
	}

	e1 = g_qeglobals.d_select_order[0]->owner;
	e2 = g_qeglobals.d_select_order[1]->owner;

	if ( e1 == world_entity || e2 == world_entity ) {
		Sys_Status( "Can't connect to the world", 0 );
		Sys_Beep();
		return;
	}

	if ( e1 == e2 ) {
		Sys_Status( "Brushes are from same entity", 0 );
		Sys_Beep();
		return;
	}

	target = ValueForKey( e1, "target" );
	if ( target && target[0] ) {
		newtarg = g_strdup( target );
	}
	else
	{
		target = ValueForKey( e2, "targetname" );
		if ( target && target[0] ) {
			newtarg = g_strdup( target );
		}
		else{
			Entity_Connect( e1, e2 );
		}
	}

	if ( newtarg != NULL ) {
		SetKeyValue( e1, "target", newtarg );
		SetKeyValue( e2, "targetname", newtarg );
		g_free( newtarg );
	}

	Sys_UpdateWindows( W_XY | W_CAMERA );

	Select_Deselect();
	Select_Brush( g_qeglobals.d_select_order[1] );
}
开发者ID:GSIO01,项目名称:GtkRadiant,代码行数:60,代码来源:qe3.cpp

示例6: SelectEdgeByRay

/*
 =======================================================================================================================
 =======================================================================================================================
 */
void SelectEdgeByRay(idVec3 org, idVec3 dir) {
	int		i, j, besti;
	float	d, bestd;
	idVec3	mid, temp;
	pedge_t *e;

	// find the edge closest to the ray
	besti = -1;
	bestd = 8;

	for (i = 0; i < g_qeglobals.d_numedges; i++) {
		for (j = 0; j < 3; j++) {
			mid[j] = 0.5 * (g_qeglobals.d_points[g_qeglobals.d_edges[i].p1][j] + g_qeglobals.d_points[g_qeglobals.d_edges[i].p2][j]);
		}

		temp = mid - org;
		d = temp * dir;
		temp = org + d * dir;
		temp = mid - temp;
		d = temp.Length();
		if ( d < bestd ) {
			bestd = d;
			besti = i;
		}
	}

	if (besti == -1) {
		Sys_Status("Click didn't hit an edge\n");
		return;
	}

	Sys_Status("hit edge\n");

	//
	// make the two faces that border the edge use the two edge points as primary drag
	// points
	//
	g_qeglobals.d_num_move_points = 0;
	e = &g_qeglobals.d_edges[besti];
#ifdef NEWEDGESEL
	for (brush_t * b = selected_brushes.next; b != &selected_brushes; b = b->next) {
		SelectFaceEdge(b, e->f1, e->p1, e->p2);
		SelectFaceEdge(b, e->f2, e->p2, e->p1);
	}

#else
	SelectFaceEdge(e->f1, e->p1, e->p2);
	SelectFaceEdge(e->f2, e->p2, e->p1);
#endif
}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:54,代码来源:VERTSEL.CPP

示例7: Drag_MouseUp

/*
================
Drag_MouseUp
================
*/
void Drag_MouseUp(int nButtons) {
	Sys_Status("drag completed.", 0);

	if (g_qeglobals.d_select_mode == sel_area) {
		Patch_SelectAreaPoints();
		g_qeglobals.d_select_mode = sel_curvepoint;
		Sys_UpdateWindows(W_ALL);
	}

	if (g_qeglobals.d_select_translate[0] || g_qeglobals.d_select_translate[1] || g_qeglobals.d_select_translate[2]) {
		Select_Move(g_qeglobals.d_select_translate);
		VectorCopy(vec3_origin, g_qeglobals.d_select_translate);
		Sys_UpdateWindows(W_CAMERA);
	}

	g_pParentWnd->SetStatusText(3, "");

/*
	if (g_pParentWnd->GetCamera()->UpdateRenderEntities()) {
		Sys_UpdateWindows(W_CAMERA);
	}
*/
	
	Undo_EndBrushList(&selected_brushes);
	Undo_End();
}
开发者ID:ProfessorKaos64,项目名称:tdm,代码行数:31,代码来源:DRAG.CPP

示例8: Map_RegionSelectedBrushes

/*
 =======================================================================================================================
	Map_RegionSelectedBrushes
 =======================================================================================================================
 */
void Map_RegionSelectedBrushes(void) {
	Map_RegionOff();

	if (selected_brushes.next == &selected_brushes) {	// nothing selected
		Sys_Status("Tried to region with no selection...\n");
		return;
	}

	region_active = true;
	Select_GetBounds(region_mins, region_maxs);

	// move the entire active_brushes list to filtered_brushes
	filtered_brushes.next = active_brushes.next;
	filtered_brushes.prev = active_brushes.prev;
	filtered_brushes.next->prev = &filtered_brushes;
	filtered_brushes.prev->next = &filtered_brushes;

	Patch_Deselect();
	// move the entire selected_brushes list to active_brushes
	active_brushes.next = selected_brushes.next;
	active_brushes.prev = selected_brushes.prev;
	active_brushes.next->prev = &active_brushes;
	active_brushes.prev->next = &active_brushes;

	// clear selected_brushes
	selected_brushes.next = selected_brushes.prev = &selected_brushes;

	Sys_UpdateWindows(W_ALL);
}
开发者ID:AndreiBarsan,项目名称:doom3.gpl,代码行数:34,代码来源:EditorMap.cpp

示例9: Select_Ungroup

/*	Turn the currently selected entity back into normal brushes
*/
void  Select_Ungroup (void)
{
	entity_t	*e;
	brush_t		*b;

	e = selected_brushes.next->owner;

	if (!e || e == world_entity || e->eclass->fixedsize)
	{
		Sys_Status ("Not a grouped entity.", 0);
		return;
	}

	for (b=e->brushes.onext ; b != &e->brushes ; b=e->brushes.onext)
	{
		Brush_RemoveFromList (b);
		Brush_AddToList (b, &active_brushes);
		Entity_UnlinkBrush (b);
		Entity_LinkBrush (world_entity, b);
		Brush_Build( b );
		b->owner = world_entity;
	}

	Entity_Free (e);
	Sys_UpdateWindows (W_ALL);
}
开发者ID:Acidburn0zzz,项目名称:KatanaEngine,代码行数:28,代码来源:select.c

示例10: Undo_AddEntity

/*
=============
Undo_AddEntity
=============
*/
void Undo_AddEntity(entity_t *entity)
{
	entity_t* pClone;

	if (!g_lastundo)
	{
		Sys_Status("Undo_AddEntity: no last undo.\n");
		return;
	}
	//if the entity is already in the undo
	if (Undo_EntityInUndo(g_lastundo, entity))
		return;
	//clone the entity
	pClone = Entity_Clone(entity);
	//NOTE: Entity_Clone adds the entity to the entity list
	//		so we remove it from that list here
	Entity_RemoveFromList(pClone);
	//save the old undo ID for previous undos
	pClone->undoId = entity->undoId;
	//save the entity ID (we need a full clone)
	pClone->entityId = entity->entityId;
	//
	Entity_AddToList(pClone, &g_lastundo->entitylist);
	//
	g_undoMemorySize += Entity_MemorySize(pClone);
}
开发者ID:Deepfreeze32,项目名称:taken,代码行数:31,代码来源:Undo.cpp

示例11: SelectSplinePointByRay

/*
 =======================================================================================================================
 =======================================================================================================================
 */
void SelectSplinePointByRay(const idVec3 &org, const idVec3 &dir, int buttons) {
	int		i, besti;
	float	d, bestd;
	idVec3	temp;

	// find the point closest to the ray
	besti = -1;
	bestd = 8;

	for (i = 0; i < g_qeglobals.d_numpoints; i++) {
		temp = g_qeglobals.d_points[i] - org;
		d = temp * dir;
		temp = org + d * dir;
		temp = g_qeglobals.d_points[i] - temp;
		d = temp.Length();
		if ( d <= bestd ) {
			bestd = d;
			besti = i;
		}
	}

	if (besti == -1) {
		return;
	}

	Sys_Status("hit curve point\n");
	g_qeglobals.d_num_move_points = 0;
	g_qeglobals.d_move_points[g_qeglobals.d_num_move_points++] = &g_qeglobals.d_points[besti];

	// g_splineList->setSelectedPoint(&g_qeglobals.d_points[besti]);
}
开发者ID:tankorsmash,项目名称:quadcow,代码行数:35,代码来源:VERTSEL.CPP

示例12: Entity_Connect

/*!
connects two entities creating a unique target/targetname value
*/
void Entity_Connect(entity_t *e1, entity_t *e2)
{
    const char *maptarget;
    char newtarget[16];
    int maxtarget=0;  // highest t# value in the map
    entity_t *e;      // map entities

    if (e1 == e2)
    {
#ifdef _DEBUG
        Sys_Status ("Entity_Connect: Brushes are from same entity.", 0);
#endif
        return;
    }

    for (e=entities.next ; e != &entities ; e=e->next)
    {
        maptarget = ValueForKey (e, "target");
        if (maptarget && maptarget[0])
        {
            int targetnum = atoi(maptarget+1);
            if (targetnum > maxtarget)
                maxtarget = targetnum;
        }
    }
    sprintf (newtarget, "t%i", maxtarget+1);

#ifdef _DEBUG
    Sys_Printf("Connecting entities with new target/targetname: %s\n", newtarget);
#endif

    SetKeyValue (e1, "target", newtarget);
    SetKeyValue (e2, "targetname", newtarget);
}
开发者ID:AEonZR,项目名称:GtkRadiant,代码行数:37,代码来源:targetname.cpp

示例13: Sys_UpdateStatusBar

void Sys_UpdateStatusBar( void )
{
	extern int   g_numbrushes, g_numentities;

	char numbrushbuffer[100] = "";

	sprintf( numbrushbuffer, "Brushes: %d Entities: %d", g_numbrushes, g_numentities );
	Sys_Status( numbrushbuffer, 2 );
}
开发者ID:Deepfreeze32,项目名称:idtech4cdk,代码行数:9,代码来源:Radiant.cpp

示例14: QE_CheckAutoSave

void QE_CheckAutoSave( void )
{
	static clock_t s_start;
	clock_t        now;

	now = clock();

	if ( modified != 1 || !s_start)
	{
		s_start = now;
		return;
	}

	if ( now - s_start > ( CLOCKS_PER_SEC * 60 * g_PrefsDlg.m_nAutoSave))
	{

    if (g_PrefsDlg.m_bAutoSave)
    {
      CString strMsg = g_PrefsDlg.m_bSnapShots ? "Autosaving snapshot..." : "Autosaving...";
		  Sys_Printf(strMsg.GetBuffer(0));
      Sys_Printf("\n");
		  Sys_Status (strMsg.GetBuffer(0),0);

      // only snapshot if not working on a default map
      if (g_PrefsDlg.m_bSnapShots && stricmp(currentmap, "unnamed.map") != 0)
      {
        Map_Snapshot();
      }
      else
      {
		    Map_SaveFile (ValueForKey(g_qeglobals.d_project_entity, "autosave"), false);
      }

		  Sys_Status ("Autosaving...Saved.", 0 );
		  modified = 2;
    }
    else
    {
		  Sys_Printf ("Autosave skipped...\n");
		  Sys_Status ("Autosave skipped...", 0 );
    }
		s_start = now;
	}
}
开发者ID:FS-NulL,项目名称:Q3Radiant,代码行数:44,代码来源:qe3.cpp

示例15: QE_SingleBrush

/*
 =======================================================================================================================
 =======================================================================================================================
 */
bool QE_SingleBrush(bool bQuiet, bool entityOK) {
	if ((selected_brushes.next == &selected_brushes) || (selected_brushes.next->next != &selected_brushes)) {
		if (!bQuiet) {
			Sys_Status("Error: you must have a single brush selected\n");
		}

		return false;
	}

	if (!entityOK && selected_brushes.next->owner->eclass->fixedsize) {
		if (!bQuiet) {
			Sys_Status("Error: you cannot manipulate fixed size entities\n");
		}

		return false;
	}

	return true;
}
开发者ID:jmarshall23,项目名称:Doom3BFGWithEditor,代码行数:23,代码来源:QE3.CPP


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