本文整理汇总了C++中BaseModHybridButton::NavigateTo方法的典型用法代码示例。如果您正苦于以下问题:C++ BaseModHybridButton::NavigateTo方法的具体用法?C++ BaseModHybridButton::NavigateTo怎么用?C++ BaseModHybridButton::NavigateTo使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BaseModHybridButton
的用法示例。
在下文中一共展示了BaseModHybridButton::NavigateTo方法的3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: LoadLayout
//=============================================================================
void InGameDifficultySelect::LoadLayout()
{
BaseClass::LoadLayout();
CGameUIConVarRef z_difficulty("z_difficulty");
if ( z_difficulty.IsValid() )
{
// set a label that tells us what the current difficulty is
char chBuffer[64];
Q_snprintf( chBuffer, ARRAYSIZE( chBuffer ), "#L4D360UI_Difficulty_%s", z_difficulty.GetString() );
const char *pszDifficultyLoc = chBuffer;
wchar_t *pwcDifficulty = g_pVGuiLocalize->Find( pszDifficultyLoc );
if ( pwcDifficulty )
{
wchar_t szWideBuff[200];
g_pVGuiLocalize->ConstructString( szWideBuff, sizeof( szWideBuff ), g_pVGuiLocalize->Find( "#L4D360UI_GameSettings_Current_Difficulty" ), 1, pwcDifficulty );
SetControlString( "LblCurrentDifficulty", szWideBuff );
}
// Disable the current difficulty's button, and navigate to it.
BaseModHybridButton *pButton = dynamic_cast< BaseModHybridButton* >( FindChildByName( VarArgs( "Btn%s", z_difficulty.GetString() ) ) );
if ( pButton )
{
pButton->SetEnabled( false );
pButton->NavigateTo();
}
}
}
示例2: NavigateTo
void QuickJoinPanel::NavigateTo()
{
BaseClass::NavigateTo();
SetHasMouseover( true );
BaseModHybridButton *title = dynamic_cast< BaseModHybridButton* >( FindChildByName( "LblTitle" ) );
if ( title )
{
title->SetNavUp( GetNavUp() );
title->SetNavDown( GetNavDown() );
if ( m_bHasMouseover && title->IsVisible() && ( title->GetCurrentState() == BaseModHybridButton::Enabled || title->GetCurrentState() == BaseModHybridButton::Disabled ) )
{
title->NavigateTo();
}
}
#ifdef _X360
m_GplQuickJoinList->NavigateTo();
#endif
}
示例3: PerformLayout
//=============================================================================
void InGameMainMenu::PerformLayout( void )
{
BaseClass::PerformLayout();
BaseModUI::FlyoutMenu *flyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmIngameSingleplayerFlyout" ) );
if ( flyout )
{
flyout->SetListener( this );
}
BaseModUI::FlyoutMenu *flyout2 = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmOptionsFlyout" ) );
if ( flyout2 )
{
flyout2->SetListener( this );
}
BaseModHybridButton *button = dynamic_cast< BaseModHybridButton* >( FindChildByName( "BtnReturnToGame" ) );
if ( button )
{
if( m_ActiveControl )
m_ActiveControl->NavigateFrom();
button->NavigateTo();
}
}