本文整理汇总了C++中CGameSettings::SetBoolVar方法的典型用法代码示例。如果您正苦于以下问题:C++ CGameSettings::SetBoolVar方法的具体用法?C++ CGameSettings::SetBoolVar怎么用?C++ CGameSettings::SetBoolVar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CGameSettings
的用法示例。
在下文中一共展示了CGameSettings::SetBoolVar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: OnFocus
void CFolderGame::OnFocus(LTBOOL bFocus)
{
CGameSettings *pSettings = g_pInterfaceMgr->GetSettings();
if (bFocus)
{
m_bGore = pSettings->Gore();
m_nDifficulty = g_pGameClientShell->GetDifficulty();
m_bFadeBodies = g_pGameClientShell->GetFadeBodies();
m_nSubtitles = (int)g_vtSubtitles.GetFloat();
m_bAlwaysRun = pSettings->RunLock();
m_nLayout = (int)g_vtHUDLayout.GetFloat();
m_nHeadBob = (int)(10.0f * GetConsoleFloat("HeadBob",1.0f));
m_nWeaponSway = (int)(10.0f * GetConsoleFloat("WeaponSway",1.0f));
m_nPickupMsgDur = (int)(2.0f * GetConsoleFloat("PickupMessageDuration",5.0f));
m_bObjMessages = ( GetConsoleInt("ObjectiveMessages",1) > 0 );
UpdateData(LTFALSE);
}
else
{
UpdateData();
pSettings->SetBoolVar("Gore",m_bGore);
g_vtSubtitles.WriteFloat((LTFLOAT)m_nSubtitles);
g_vtHUDLayout.WriteFloat((LTFLOAT)m_nLayout);
WriteConsoleInt("Difficulty",m_nDifficulty);
g_pGameClientShell->SetDifficulty((GameDifficulty)m_nDifficulty);
WriteConsoleInt("FadeBodies",(int)m_bFadeBodies);
g_pGameClientShell->SetFadeBodies(m_bFadeBodies);
pSettings->SetBoolVar("RunLock",m_bAlwaysRun);
WriteConsoleFloat("HeadBob",((LTFLOAT)m_nHeadBob / 10.0f));
WriteConsoleFloat("WeaponSway",((LTFLOAT)m_nWeaponSway / 10.0f));
WriteConsoleFloat("PickupMessageDuration",((LTFLOAT)m_nPickupMsgDur / 2.0f));
WriteConsoleInt("ObjectiveMessages",m_bObjMessages);
g_pLTClient->WriteConfigFile("autoexec.cfg");
}
CBaseFolder::OnFocus(bFocus);
}
示例2: OnFocus
// Change in focus
void CFolderControls::OnFocus(LTBOOL bFocus)
{
CGameSettings *pSettings = g_pInterfaceMgr->GetSettings();
if (bFocus)
{
// Load the folder options from the console
m_bUseJoystick=pSettings->UseJoystick();
CFolderJoystick *pJoy = (CFolderJoystick *)m_pFolderMgr->GetFolderFromID(FOLDER_ID_JOYSTICK);
if (!pJoy->IsJoystickConfigured()) m_bUseJoystick = LTFALSE;
m_pJoystickCtrl->Enable(m_bUseJoystick);
UpdateData(LTFALSE);
}
else
{
UpdateData();
CGameSettings *pSettings = g_pInterfaceMgr->GetSettings();
pSettings->SetBoolVar("UseJoystick",m_bUseJoystick);
if (m_bUseJoystick)
{
char strJoystick[128];
memset (strJoystick, 0, 128);
LTRESULT result = g_pLTClient->GetDeviceName (DEVICETYPE_JOYSTICK, strJoystick, 127);
if (result == LT_OK)
{
char strConsole[256];
sprintf (strConsole, "EnableDevice \"%s\"", strJoystick);
g_pLTClient->RunConsoleString (strConsole);
}
else
{
pSettings->SetBoolVar("UseJoystick",LTFALSE);
}
}
// Just to be safe save the config incase anything changed...
g_pLTClient->WriteConfigFile("autoexec.cfg");
}
CBaseFolder::OnFocus(bFocus);
}
示例3: OnFocus
// Called when the folder gains or focus
void CFolderDisplay::OnFocus(LTBOOL bFocus)
{
CGameSettings *pSettings = g_pInterfaceMgr->GetSettings();
if (bFocus)
{
m_bEscape = LTFALSE;
m_bHardwareCursor = (GetConsoleInt("HardwareCursor",0) > 0 && GetConsoleInt("DisableHardwareCursor",0) == 0);
m_pHardwareCursor->Enable(GetConsoleInt("DisableHardwareCursor",0) == 0);
// The current render mode
RMode currentMode;
g_pLTClient->GetRenderMode(¤tMode);
// Set the renderer controls so that they match the currently selected renderer
unsigned int n;
for (n=0; n < m_rendererArray.GetSize(); n++)
{
unsigned int i;
for (i=0; i < m_rendererArray[n].m_resolutionArray.GetSize(); i++)
{
RMode mode=GetRendererModeStruct(n, i);
if (IsRendererEqual(¤tMode, &mode))
{
// Set the renderer index
m_pRendererCtrl->SetSelIndex(n);
// Setup the resolution control
SetupResolutionCtrl();
// Set the resolution index
m_pResolutionCtrl->SetSelIndex(i);
}
}
}
m_bTexture32 = pSettings->GetBoolVar("32BitTextures");
UpdateData(LTFALSE);
SetSelection(1);
}
else
{
UpdateData();
if (m_bEscape)
{
LTBOOL bTexture32 = pSettings->GetBoolVar("32BitTextures");
WriteConsoleInt("HardwareCursor",(int)m_bHardwareCursor);
pSettings->SetBoolVar("32BitTextures",m_bTexture32);
LTBOOL bRebind = (bTexture32 != m_bTexture32);
// Set the render mode if we are losing focus
if (m_pRendererCtrl && m_pResolutionCtrl)
{
int oldMO = (int)pSettings->GetFloatVar("MipmapOffset");
LTBOOL bSet = SetRenderer(m_pRendererCtrl->GetSelIndex(), m_pResolutionCtrl->GetSelIndex());
// If we didn't switch resolutions and the mipmap offset changed, rebind textures.
if(!bSet)
{
int curMO = (int)pSettings->GetFloatVar("MipmapOffset");
if(curMO != oldMO)
{
bRebind = LTTRUE;
}
}
}
if (bRebind)
{
g_pLTClient->Start3D();
g_pLTClient->StartOptimized2D();
g_pInterfaceResMgr->DrawMessage(GetSmallFont(),IDS_REBINDING_TEXTURES);
g_pLTClient->EndOptimized2D();
g_pLTClient->End3D();
g_pLTClient->FlipScreen(0);
g_pLTClient->RunConsoleString("RebindTextures");
}
}
if (GetConsoleInt("BitDepth",16) == 16)
WriteConsoleInt("DrawPortals",0);
else if ((GetConsoleInt("BitDepth",16) == 32) && (GetConsoleInt("PerformanceLevel",1) == 2))
WriteConsoleInt("DrawPortals",1);
//.........这里部分代码省略.........