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C++ TurnOff函数代码示例

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

void PlaylistView::SetPlaylist(Playlist* playlist) {
  if (playlist_) {
    disconnect(playlist_, SIGNAL(CurrentSongChanged(Song)),
               this, SLOT(MaybeAutoscroll()));
    disconnect(playlist_, SIGNAL(DynamicModeChanged(bool)),
               this, SLOT(DynamicModeChanged(bool)));
    disconnect(playlist_, SIGNAL(destroyed()), this, SLOT(PlaylistDestroyed()));

    disconnect(dynamic_controls_, SIGNAL(Repopulate()),
               playlist_, SLOT(RepopulateDynamicPlaylist()));
    disconnect(dynamic_controls_, SIGNAL(TurnOff()),
               playlist_, SLOT(TurnOffDynamicPlaylist()));
  }

  playlist_ = playlist;
  LoadGeometry();
  ReloadSettings();
  DynamicModeChanged(playlist->is_dynamic());
  setFocus();
  read_only_settings_ = false;

  connect(playlist_, SIGNAL(RestoreFinished()), SLOT(JumpToLastPlayedTrack()));

  connect(playlist_, SIGNAL(CurrentSongChanged(Song)), SLOT(MaybeAutoscroll()));
  connect(playlist_, SIGNAL(DynamicModeChanged(bool)), SLOT(DynamicModeChanged(bool)));
  connect(playlist_, SIGNAL(destroyed()), SLOT(PlaylistDestroyed()));
  connect(dynamic_controls_, SIGNAL(Repopulate()), playlist_, SLOT(RepopulateDynamicPlaylist()));
  connect(dynamic_controls_, SIGNAL(TurnOff()), playlist_, SLOT(TurnOffDynamicPlaylist()));
}
开发者ID:ximion,项目名称:Clementine-LibDanceTag,代码行数:29,代码来源:playlistview.cpp

示例2: TurnOff

void CPda::OnH_B_Independent(bool just_before_destroy) 
{
	inherited::OnH_B_Independent(just_before_destroy);
	
	//выключить
	TurnOff();
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:7,代码来源:PDA.cpp

示例3: TurnOff

void Camera::Update()
{
	LTVector vPos;
	g_pLTServer->GetObjectPos(m_hObject, &vPos);

	ObjArray <HOBJECT, MAX_OBJECT_ARRAY_SIZE> objArray;
    g_pLTServer->FindNamedObjects(DEFAULT_PLAYERNAME,objArray);

	int numObjects = objArray.NumObjects();

	for (int i = 0; i < numObjects; i++ )
	{
        CPlayerObj* pPlayer = (CPlayerObj*) g_pLTServer->HandleToObject(objArray.GetObject(i));
		if (pPlayer)
		{
			HCLIENT hClient = pPlayer->GetClient();
			if (hClient)
			{
                g_pLTServer->SetClientViewPos(hClient, &vPos);
			}
		}
	}

    if (m_fActiveTime > 0.0f && g_pLTServer->GetTime() > m_fTurnOffTime)
	{
		TurnOff();
	}
	else
	{
        SetNextUpdate(UPDATE_NEXT_FRAME);
	}
}
开发者ID:Arc0re,项目名称:lithtech,代码行数:32,代码来源:Camera.cpp

示例4: TurnOff

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEnvLaser::InputTurnOff( inputdata_t &inputdata )
{
	if (IsOn())
	{
		TurnOff();
	}
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:10,代码来源:EnvLaser.cpp

示例5: net_Destroy

void CPda::net_Destroy() 
{
	inherited::net_Destroy		();
	TurnOff						();
	feel_touch.clear			();
	UpdateActiveContacts		();
}
开发者ID:AntonioModer,项目名称:xray-16,代码行数:7,代码来源:PDA.cpp

示例6: Use

void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if( IsLockedByMaster( pActivator ))
		return;

	if( ShouldToggle( useType ))
	{
		if( GetState() == STATE_ON )
			TurnOff();
		else TurnOn();

		// LRC (support generic switchable texlight)
		if( m_iStyle >= 32 )
		{
			if( pev->frame )
				LIGHT_STYLE( m_iStyle, "z" );
			else
				LIGHT_STYLE( m_iStyle, "a" );
		}
		else if( m_iStyle <= -32 )
		{
			if( pev->frame )
				LIGHT_STYLE( -m_iStyle, "a" );
			else
				LIGHT_STYLE( -m_iStyle, "z" );
		}
	}
}
开发者ID:XashDev,项目名称:XashXT,代码行数:28,代码来源:bmodels.cpp

示例7: GetMesh

void ABaseCharacter::SetRagdollPhysics()
{
	USkeletalMeshComponent* Mesh3P = GetMesh();
	if (Mesh3P)
	{
		Mesh3P->SetCollisionProfileName(TEXT("Ragdoll"));
	}
	SetActorEnableCollision(true);

	if (!IsPendingKill() || Mesh3P || Mesh3P->GetPhysicsAsset())
	{
		Mesh3P->SetAllBodiesSimulatePhysics(true);
		Mesh3P->SetSimulatePhysics(true);
		Mesh3P->WakeAllRigidBodies();
		Mesh3P->bBlendPhysics = true;

		SetLifeSpan(TimeAfterDeathBeforeDestroy);
	}
	else
	{
		// Immediately hide the pawn
		TurnOff();
		SetActorHiddenInGame(true);
		SetLifeSpan(1.0f);
	}

	UCharacterMovementComponent* CharacterComp = Cast<UCharacterMovementComponent>(GetMovementComponent());
	if (CharacterComp)
	{
		CharacterComp->StopMovementImmediately();
		CharacterComp->DisableMovement();
		CharacterComp->SetComponentTickEnabled(false);
	}
}
开发者ID:1992please,项目名称:Unreal_ShooterGame,代码行数:34,代码来源:BaseCharacter.cpp

示例8: TurnOff

void Weldingtool::AttackBy(id_ptr_on<Item> item)
{
    if (Working())
        TurnOff();
    else
        TurnOn();
}
开发者ID:Disasm,项目名称:karya-valya,代码行数:7,代码来源:Weldingtool.cpp

示例9: DetachFromControllerPendingDestroy

void AVehiclePawn::OnDeath()
{
	AVehiclePlayerController* MyPC = Cast<AVehiclePlayerController>(GetController());
	bReplicateMovement = false;
	bIsDying = true;

	DetachFromControllerPendingDestroy();

	// hide and disable
	TurnOff();
	SetActorHiddenInGame(true);

	if (EngineAC)
	{
		EngineAC->Stop();
	}

	if (SkidAC)
	{
		SkidAC->Stop();
	}
	
	PlayDestructionFX();
	// Give use a finite lifespan
	SetLifeSpan( 0.2f );	
}
开发者ID:WesMC,项目名称:UnrealVehicleExampleNetworked,代码行数:26,代码来源:VehiclePawn.cpp

示例10: InputToggle

	void InputToggle( inputdata_t &inputdata ) 
	{ 
		if ( m_isOn )
			TurnOff();
		else
			TurnOn();
	}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:7,代码来源:logic_navigation.cpp

示例11: TurnOff

//-----------------------------------------------------------------------------
// Purpose: Input handler to turn the lightning off.
//-----------------------------------------------------------------------------
void CEnvBeam::InputTurnOff( inputdata_t &inputdata )
{
	if ( m_active )
	{
		TurnOff();
	}
}
开发者ID:xxauroraxx,项目名称:Source.Python,代码行数:10,代码来源:EnvBeam.cpp

示例12: SetMoveType

void CFuncBrush::Spawn( void )
{
	SetMoveType( MOVETYPE_PUSH );  // so it doesn't get pushed by anything

	SetSolid( SOLID_VPHYSICS );
	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );

	if ( m_iSolidity == BRUSHSOLID_NEVER )
	{
		AddSolidFlags( FSOLID_NOT_SOLID );
	}

	SetModel( STRING( GetModelName() ) );

	if ( m_iDisabled )
		TurnOff();
	
	// If it can't move/go away, it's really part of the world
	if ( !GetEntityName() || !m_iParent )
		AddFlag( FL_WORLDBRUSH );

	CreateVPhysics();

	// Slam the object back to solid - if we really want it to be solid.
	if ( m_bSolidBsp )
	{
		SetSolid( SOLID_BSP );
	}
}
开发者ID:Bubbasacs,项目名称:FinalProj,代码行数:29,代码来源:modelentities.cpp

示例13: SetThink

void CLaser::Spawn(void)
{
	if(FStringNull(pev->model))
	{
		SetThink(&CLaser::SUB_Remove);
		return;
	}
	pev->solid = SOLID_NOT; // Remove model & collisions
	Precache();

	SetThink(&CLaser::StrikeThink);
	pev->flags |= FL_CUSTOMENTITY;

	PointsInit(pev->origin, pev->origin);

	if(!m_pSprite && m_iszSpriteName)
		m_pSprite = CSprite::SpriteCreate(STRING(m_iszSpriteName), pev->origin, TRUE);
	else
		m_pSprite = NULL;

	if(m_pSprite)
		m_pSprite->SetTransparency(kRenderGlow, pev->rendercolor.x, pev->rendercolor.y, pev->rendercolor.z, pev->renderamt, pev->renderfx);

	if(pev->targetname && !(pev->spawnflags & SF_BEAM_STARTON))
		TurnOff();
	else
		TurnOn();
}
开发者ID:Sh1ft0x0EF,项目名称:HLSDKRevamp,代码行数:28,代码来源:Laser.cpp

示例14: TurnOff

int moEffect::luaDisable(moLuaVirtualMachine& vm)
{
    lua_State *luastate = (lua_State *) vm;

    TurnOff();

    return 0;
}
开发者ID:inaes-tic,项目名称:tv-libmoldeo,代码行数:8,代码来源:moEffect.cpp

示例15: TurnOff

//================================================================================
// Pensamiento
//================================================================================
void CInternalLight::Think()
{
    // Debemos apagarnos
    if ( m_flDie.HasStarted() && m_flDie.IsElapsed() ) {
        TurnOff();
        m_flDie.Invalidate();
    }
}
开发者ID:WootsMX,项目名称:InSource,代码行数:11,代码来源:c_projectedlight.cpp


注:本文中的TurnOff函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。