本文整理汇总了C++中UpdateSettings函数的典型用法代码示例。如果您正苦于以下问题:C++ UpdateSettings函数的具体用法?C++ UpdateSettings怎么用?C++ UpdateSettings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UpdateSettings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: switch
void
OutputView::MessageReceived(BMessage *message)
{
switch (message->what) {
case kCheckBoxAreaSelectionChanged:
_UpdatePreview(NULL);
break;
case kMsgControllerVideoDepthChanged:
UpdateSettings();
break;
case kRebuildCodec:
case kFileTypeChanged:
fController->SetMediaFormatFamily(FormatFamily());
UpdateSettings();
break;
case kFileNameChanged:
fController->SetOutputFileName(fFileName->Text());
break;
case kMinimizeOnRecording:
Settings().SetMinimizeOnRecording(fMinimizeOnStart->Value() == B_CONTROL_ON);
break;
case kCodecChanged:
{
media_codec_info *info;
ssize_t size;
if (message->FindData(kCodecData, B_SIMPLE_DATA,
(const void **)&info, &size) == B_OK)
fController->SetMediaCodecInfo(*info);
break;
}
case B_OBSERVER_NOTICE_CHANGE:
{
int32 code;
message->FindInt32("be:observe_change_what", &code);
switch (code) {
case kSelectionWindowClosed:
case kMsgControllerTargetFrameChanged:
case kClipSizeChanged:
_UpdatePreview(message);
break;
default:
break;
}
break;
}
default:
BView::MessageReceived(message);
break;
}
}
示例2: FreeControls
void CGUIDialogVisualisationSettings::SetupPage()
{
// cleanup first, if necessary
FreeControls();
m_pOriginalSpin = (CGUISpinControlEx*)GetControl(CONTROL_DEFAULT_SPIN);
m_pOriginalRadioButton = (CGUIRadioButtonControl *)GetControl(CONTROL_DEFAULT_RADIOBUTTON);
m_pOriginalSettingsButton = (CGUIButtonControl *)GetControl(CONTROL_DEFAULT_BUTTON);
if (!m_pOriginalSpin || !m_pOriginalRadioButton || !m_pOriginalSettingsButton)
return;
m_pOriginalSpin->SetVisible(false);
m_pOriginalRadioButton->SetVisible(false);
m_pOriginalSettingsButton->SetVisible(false);
// update our settings label
CStdString strSettings;
strSettings.Format("%s %s", g_infoManager.GetLabel(402).c_str(), g_localizeStrings.Get(5));
SET_CONTROL_LABEL(CONTROL_SETTINGS_LABEL, strSettings);
CGUIControlGroupList *group = (CGUIControlGroupList *)GetControl(CONTROL_GROUP_LIST);
#ifdef PRE_SKIN_VERSION_2_1_COMPATIBILITY
if (!group || group->GetControlType() != CGUIControl::GUICONTROL_GROUPLIST)
{
// our controls for layout...
CGUIControl *pArea = (CGUIControl *)GetControl(CONTROL_AREA);
const CGUIControl *pGap = GetControl(CONTROL_GAP);
if (!pArea || !pGap)
return;
Remove(CONTROL_AREA);
group = new CGUIControlGroupList(GetID(), CONTROL_GROUP_LIST, pArea->GetXPosition(), pArea->GetYPosition(),
pArea->GetWidth(), pArea->GetHeight(), pGap->GetHeight() - m_pOriginalSettingsButton->GetHeight(),
0, VERTICAL, false);
group->SetNavigation(CONTROL_GROUP_LIST, CONTROL_GROUP_LIST, CONTROL_GROUP_LIST, CONTROL_GROUP_LIST);
Insert(group, pGap);
pArea->FreeResources();
delete pArea;
SET_CONTROL_HIDDEN(CONTROL_PAGE);
}
#endif
if (!group)
return;
if (!m_pSettings || !m_pSettings->size())
{ // no settings available
SET_CONTROL_VISIBLE(CONTROL_NONE_AVAILABLE);
return;
}
else
{
SET_CONTROL_HIDDEN(CONTROL_NONE_AVAILABLE);
}
// run through and create our controls
for (unsigned int i = 0; i < m_pSettings->size(); i++)
{
VisSetting &setting = m_pSettings->at(i);
AddSetting(setting, group->GetWidth(), CONTROL_START + i);
}
UpdateSettings();
}
示例3: lock
bool CSettingsManager::Load(const TiXmlElement *root, bool &updated, bool triggerEvents /* = true */, std::map<std::string, CSetting*> *loadedSettings /* = NULL */)
{
CSharedLock lock(m_critical);
CExclusiveLock settingsLock(m_settingsCritical);
if (m_loaded || root == NULL)
return false;
if (triggerEvents && !OnSettingsLoading())
return false;
if (!Deserialize(root, loadedSettings))
return false;
bool ret = true;
// load any ISubSettings implementations
if (triggerEvents)
ret = Load(root);
updated = UpdateSettings(root);
if (triggerEvents)
OnSettingsLoaded();
return ret;
}
示例4: switch
INT_PTR ConfigPage::DoNotify(HWND hwndDlg, LPARAM lParam)
{
NMHDR* phdr = (NMHDR*)lParam;
switch (phdr->code)
{
case PSN_APPLY:
if (UpdateSettings(hwndDlg))
{
SetWindowLongPtr(hwndDlg, DWLP_MSGRESULT, PSNRET_NOERROR);
}
else
{
SetWindowLongPtr(hwndDlg, DWLP_MSGRESULT, PSNRET_INVALID);
}
return 1;
case PSN_SETACTIVE:
SetWindowLongPtr(hwndDlg, DWLP_MSGRESULT, 0);
return 1;
case PSN_KILLACTIVE:
SetWindowLongPtr(hwndDlg, DWLP_MSGRESULT, FALSE);
return 1;
}
return 0;
}
示例5: assert
void
CBEditProjPrefsDialog::Receive
(
JBroadcaster* sender,
const Message& message
)
{
if (sender == this && message.Is(JXDialogDirector::kDeactivated))
{
const JXDialogDirector::Deactivated* info =
dynamic_cast<const JXDialogDirector::Deactivated*>(&message);
assert( info != NULL );
if (info->Successful())
{
UpdateSettings();
}
}
else if (sender == itsHelpButton && message.Is(JXButton::kPushed))
{
(JXGetHelpManager())->ShowSection(kCBProjectPrefsHelpName);
}
else
{
JXDialogDirector::Receive(sender, message);
}
}
示例6: UpdateSettings
void CHLTVDirector::FrameUpdatePostEntityThink( void )
{
if ( !m_pHLTVServer )
return; // don't do anything
// This function is called each tick
UpdateSettings(); // update settings from cvars
if ( m_nNextAnalyzeTick < gpGlobals->tickcount )
{
m_nNextAnalyzeTick = gpGlobals->tickcount + TIME_TO_TICKS( 0.5f );
AnalyzePlayers();
AnalyzeCameras();
}
if ( m_nBroadcastTick <= 0 )
{
// game start is still in delay loop
StartDelayMessage();
}
else if ( m_nNextShotTick <= m_nBroadcastTick )
{
// game is being broadcasted, generate camera shots
StartNewShot();
}
}
示例7: BScreen
void
OutputView::_UpdatePreview(BMessage* message)
{
fSelectArea->SetEnabled(fCustomArea->Value() == B_CONTROL_ON);
BRect screenFrame = BScreen(Window()).Frame();
Settings settings;
//BRect captureArea;
//settings.GetCaptureArea(captureArea);
//if (captureArea == screenFrame)
// return;
if (fWholeScreen->Value() == B_CONTROL_ON)
settings.SetCaptureArea(screenFrame);
//UpdatePreview();
if (message != NULL) {
BRect rect;
message->FindRect("selection", &rect);
fRectView->SetRect(rect);
BBitmap* bitmap = NULL;
if (message->FindPointer("bitmap", (void**)&bitmap) == B_OK) {
fRectView->UpdateBitmap(bitmap);
delete bitmap;
}
} else {
BRect captureArea;
settings.GetCaptureArea(captureArea);
fRectView->SetRect(captureArea);
fRectView->UpdateBitmap(NULL);
}
// the size of the destination
// clip maybe isn't supported by the codec
UpdateSettings();
}
示例8: GetClientRect
LRESULT CHeaderView::OnCreate(UINT /*uMsg*/, WPARAM /*wParam*/, LPARAM /*lParam*/, BOOL& /*bHandled*/)
{
RECT rc;
GetClientRect(&rc);
rc.right -= 20;
const DWORD dwTopicStyle = WS_CHILD | WS_VISIBLE
| ES_CENTER | ES_READONLY | ES_MULTILINE
| WS_VSCROLL | WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
dwTopicExStyle = 0;
m_EditCtrl.Create(m_hWnd, &rc, NULL, dwTopicStyle, dwTopicExStyle);
m_EditCtrl.SetAutoURLDetect(TRUE);
m_EditCtrl.SetEventMask(ENM_LINK);
/*
m_EditCtrl.ReplaceSel("The professional IRC Client | 0.3.100 | www.hydrairc.com | Say hi to new op, `duckman");
::SendMessage(m_MessageWindow,WM_HEADERCHANGED,(WPARAM)0,(LPARAM)NULL);
*/
GetClientRect(&rc);
const DWORD dwButtonStyle = BS_FLAT | WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
rc.left = rc.right - 20;
m_ButtonCtrl.Create(m_hWnd,&rc,_T(" X "),dwButtonStyle,0);
m_ButtonCtrl.SetFont ( AtlGetStockFont ( DEFAULT_GUI_FONT ) );
UpdateSettings();
return 0;
}
示例9: switch
void iwDistribution::Msg_ButtonClick(const unsigned ctrl_id)
{
if(GAMECLIENT.IsReplayModeOn())
return;
switch(ctrl_id)
{
default: return;
case 2:
{
WINDOWMANAGER.Show(new iwHelp(GUI_ID(CGI_HELP), _(
"The priority of goods for the individual buildings can be set here. "
"The higher the value, the quicker the required goods are delivered "
"to the building concerned.")));
} break;
// Default button
case 10:
{
GAMECLIENT.visual_settings.distribution = GAMECLIENT.default_settings.distribution;
UpdateSettings();
settings_changed = true;
} break;
}
}
示例10: IngameWindow
iwMilitary::iwMilitary(const GameWorldViewer& gwv, GameCommandFactory& gcFactory):
IngameWindow(CGI_MILITARY, IngameWindow::posAtMouse, 168, 330, _("Military"), LOADER.GetImageN("io", 5)),
gwv(gwv), gcFactory(gcFactory), settings_changed(false)
{
// Einzelne Balken
AddProgress(0, 17, 25, 132, 26, TC_GREY, 119, 120, MILITARY_SETTINGS_SCALE[0], "", 4, 4, 0, _("Fewer recruits"), _("More recruits")); /* pitch: 4, 4 */
AddProgress(1, 17, 57, 132, 26, TC_GREY, 121, 122, MILITARY_SETTINGS_SCALE[1], "", 4, 4, 0, _("Weak defense"), _("Strong defense"));
AddProgress(2, 17, 89, 132, 26, TC_GREY, 123, 124, MILITARY_SETTINGS_SCALE[2], "", 4, 4, 0, _("Fewer defenders"), _("More defenders"));
AddProgress(3, 17, 121, 132, 26, TC_GREY, 209, 210, MILITARY_SETTINGS_SCALE[3], "", 4, 4, 0, _("Less attackers"), _("More attackers"));
AddProgress(4, 17, 153, 132, 26, TC_GREY, 129, 130, MILITARY_SETTINGS_SCALE[4], "", 4, 4, 0, _("Interior"), _("Interior"));
AddProgress(5, 17, 185, 132, 26, TC_GREY, 127, 128, MILITARY_SETTINGS_SCALE[5], "", 4, 4, 0, _("Center of country"), _("Center of country"));
AddProgress(6, 17, 217, 132, 26, TC_GREY, 1000, 1001, MILITARY_SETTINGS_SCALE[6], "", 4, 4, 0, _("Near harbor points"), _("Near harbor points"));
AddProgress(7, 17, 249, 132, 26, TC_GREY, 125, 126, MILITARY_SETTINGS_SCALE[7], "", 4, 4, 0, _("Border areas"), _("Border areas"));
// unteren 2 Buttons
AddImageButton(20, 18, 282, 30, 32, TC_GREY, LOADER.GetImageN("io", 225), _("Help"));
AddImageButton(21, 120, 282, 30, 32, TC_GREY, LOADER.GetImageN("io", 191), _("Default"));
// Falls Verteidiger ändern verboten ist, einfach die Bar ausblenden
if (gwv.GetWorld().GetGGS().getSelection(AddonId::DEFENDER_BEHAVIOR) == 1)
{
GetCtrl<ctrlProgress>(2)->SetVisible(false);
}
// Absendetimer, in 2s-Abschnitten wird jeweils das ganze als Netzwerknachricht ggf. abgeschickt
AddTimer(22, 2000);
UpdateSettings();
}
示例11: switch
void iwMilitary::Msg_ButtonClick(const unsigned ctrl_id)
{
switch(ctrl_id)
{
default: return;
// Default button
case 20:
{
WINDOWMANAGER.Show(new iwHelp(GUI_ID(CGI_HELP), _(
"This is where you can make adjustments to all military matters. "
"The upper value corresponds to the recruiting rate of your army. "
"The higher it is, the more inhabitants are recruited as soldiers. "
"Below this is the setting to protect your huts. If this value is "
"set at maximum, your huts are defended by the strongest unit. To "
"raise the number of attackers leaving your huts per attack, choose "
"the next setting. The number of defenders who counter the enemy in "
"the event of an attack is shown by the fourth display. The final "
"three values correspond to the occupation of your huts in the "
"interior, in the center of the country and on its borders.")));
} break;
case 21:
{
GAMECLIENT.visual_settings.military_settings = GAMECLIENT.default_settings.military_settings;
UpdateSettings();
settings_changed = true;
} break;
}
}
示例12: connect
void PerfMon::initMessages()
{
if(m_bUseContextMenu)
{
connect(contextMenu,SIGNAL(aboutToShow()),this,SLOT(LoadChannelMenu()));
}
connect(updateTimer,SIGNAL(timeout()),this,SLOT(UpdateSettings()));
}
示例13: switch
void CTransfersView::OnEvent(int EventID, void *pData)
{
switch(EventID)
{
case EV_PREFSCHANGED:
UpdateSettings();
break;
}
}
示例14: UpdateSettings
void iwMilitary::Msg_Timer(const unsigned int /*ctrl_id*/)
{
if(GAMECLIENT.IsReplayModeOn())
// Im Replay aktualisieren wir die Werte
UpdateSettings();
else
// Im normalen Spielmodus schicken wir den ganzen Spaß ab
TransmitSettings();
}
示例15: OSCreateMutex
bool AgentSource::Init(Value &data)
{
Image.SetPath(String(".\\img\\VideoArea.png"));
Image.Init();
AgentList.Add(this);
HLock = OSCreateMutex();
UpdateSettings(data);
return true;
}