本文整理汇总了C++中CInput::IsLeftClicked方法的典型用法代码示例。如果您正苦于以下问题:C++ CInput::IsLeftClicked方法的具体用法?C++ CInput::IsLeftClicked怎么用?C++ CInput::IsLeftClicked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CInput
的用法示例。
在下文中一共展示了CInput::IsLeftClicked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: Input
//.........这里部分代码省略.........
#pragma region Mouse Input for Selecting Buttons
int _mouseX = _input.GetMousePosX();
int _mouseY = _input.GetMousePosY();
//PLAY BUTTON
float _playWidth1 = m_PauseElements[PAUSE_RESUME_ELEMENTS].GetRect().GetWidth(); //256
float _playHeight1 = m_PauseElements[PAUSE_RESUME_ELEMENTS].GetRect().GetHeight(); //64
float _playPosX1 = m_PauseElements[PAUSE_RESUME_ELEMENTS].GetPosX(); //280
float _playPosY1 = m_PauseElements[PAUSE_RESUME_ELEMENTS].GetPosY(); //612
float _playCombinedX1 = _playPosX1 + _playWidth1; //536
float _playCombinedY1 = _playPosY1 + _playHeight1; //676
if (_mouseX >= _playPosX1 && _mouseX <= _playCombinedX1 && _mouseY <= _playCombinedY1 && _mouseY >= _playPosY1)
{
if (!m_bFadeOut)
{
if (m_bMouseActive)
{
m_Choice = P_PLAY;
//m_PauseElements[PAUSE_HIGHLIGHTED_ELEMENTS].SetPosY(_playPosY1);
//m_PauseElements[PAUSE_HIGHLIGHTED_ELEMENTS].BuildGeometry();
//if (m_bSoundPlay)
//{
// AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_FX_2D_MENUMOVE_HOVER);
// m_bSoundPlay = false;
// m_bSoundExit = true;
// m_bSoundOptions = true;
//}
}
if (m_Timer > 0.5f)
{
if (_input.IsLeftClicked())
m_bFadeOut = true;
}
}
}
//OPTIONS BUTTON
float _optionsWidth1 = m_PauseElements[PAUSE_OPTIONS_ELEMENTS].GetRect().GetWidth(); //256
float _optionsHeight1 = m_PauseElements[PAUSE_OPTIONS_ELEMENTS].GetRect().GetHeight(); //64
float _optionsPosX1 = m_PauseElements[PAUSE_OPTIONS_ELEMENTS].GetPosX(); //280
float _optionsPosY1 = m_PauseElements[PAUSE_OPTIONS_ELEMENTS].GetPosY(); //612
float _optionsCombinedX1 = _optionsPosX1 + _optionsWidth1; //536
float _optionsCombinedY1 = _optionsPosY1 + _optionsHeight1; //676
if (_mouseX >= _optionsPosX1 && _mouseX <= _optionsCombinedX1 && _mouseY <= _optionsCombinedY1 && _mouseY >= _optionsPosY1)
{
if(!m_bFadeOut)
{
if (m_bMouseActive)
{
m_Choice = P_OPTIONS;
//m_PauseElements[PAUSE_HIGHLIGHTED_ELEMENTS].SetPosY(_optionsPosY1);
//m_PauseElements[PAUSE_HIGHLIGHTED_ELEMENTS].BuildGeometry();
//if (m_bSoundOptions)
//{
// AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_FX_2D_MENUMOVE_HOVER);
// m_bSoundPlay = true;
// m_bSoundExit = true;
// m_bSoundOptions = false;
//}
}
if (m_Timer > 0.5f)
{
示例2: Input
//.........这里部分代码省略.........
// m_bFadeOut = true;
// }
// /*ProcessStates((eWinChoices)m_Choice);*/
// }
// }
//}
//CREDITS BUTTON
float _creditsWidth1 = m_WinElements[WIN_CREDITS_ELEMENT].GetRect().GetWidth(); //256
float _creditsHeight1 = m_WinElements[WIN_CREDITS_ELEMENT].GetRect().GetHeight(); //64
float _creditsPosX1 = m_WinElements[WIN_CREDITS_ELEMENT].GetPosX(); //280
float _creditsPosY1 = m_WinElements[WIN_CREDITS_ELEMENT].GetPosY(); //612
float _creditsCombinedX1 = _creditsPosX1 + _creditsWidth1; //536
float _creditsCombinedY1 = _creditsPosY1 + _creditsHeight1; //676
if (_mouseX >= _creditsPosX1 && _mouseX <= _creditsCombinedX1 && _mouseY <= _creditsCombinedY1 && _mouseY >= _creditsPosY1)
{
if (m_FadeTimer <= 1.0f && !m_bFadeOut) //Fadded in, set to 0, and not FadeOut.
{
if (m_bMouseActive)
{
m_Choice = W_CREDITS;
if (m_bSoundCredits)
{
// AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_FX_2D_MENUMOVE_HOVER);
AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_SFX_MENU_HOVER);
m_bSoundMain = true;
m_bSoundCredits = false;
}
}
if (m_Timer > 0.5f)
{
if (_input.IsLeftClicked())
{
// AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_FX_2D_MENUACCEPT);
AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_SFX_MENU_ACCEPT);
m_bFadeOut = true;
}
}
}
}
#pragma endregion
//KEYBOARD INPUT FOR SELECTING BUTTONS----------------------------------------------------------------------
#pragma region Keyboard Input for Selecting Buttons
//float _winPosY1 = m_WinElements[WIN_HIGHLIGHTED_ELEMENT].GetPosY();
/*if(_input.KeyDown(DIK_A) || _input.KeyDown(DIK_LEFT) || _input.GetController().GetControllerState().Gamepad.sThumbLY < - 8000 || _input.GetController().GetControllerState().Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT)
{
if (m_FadeTimer <= 1.0f && !m_bFadeOut)
{
if(!ifPressedD_WIN)
{
m_Choice++;
if(m_Choice == WIN_NUM_CHOICES)
{
m_Choice = W_MAIN_MENU;
}
ifPressedD_WIN = true;
}
}
}
示例3: Input
//.........这里部分代码省略.........
};
if(_input.KeyDown(DIK_RETURN) || (_input.GetController().GetControllerState().Gamepad.wButtons & XINPUT_GAMEPAD_A) )
{
if(!ifPressedEnter1)
{
m_FadeOut = true;
// AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_FX_2D_MENUACCEPT);
AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_SFX_MENU_ACCEPT);
ifPressedEnter1 = true;
}
}
else
ifPressedEnter1 = false;
#pragma region Mouse Input
int _mX = _input.GetMousePosX();
int _mY = _input.GetMousePosY();
static bool ifLeftClickEasy = false;
static bool ifLeftClickMedium = false;
static bool ifLeftClickHard = false;
static bool ifLeftClickBack = false;
// play -> options -> credits
// EASY
float _assetwidth = m_DMElements[DM_EASY].GetRect().GetWidth();
float _assetHeight = m_DMElements[DM_EASY].GetRect().GetHeight();
float _assetPosX = m_DMElements[DM_EASY].GetPosX();
float _assetPosY = m_DMElements[DM_EASY].GetPosY();
float _assetCombinedX = _assetPosX + _assetwidth;
float _assetCombinedY = _assetPosY + _assetHeight;
if(_input.IsLeftClicked())
{
if(!ifLeftClickEasy)
{
ifLeftClickEasy = true;
if( _mX >= _assetPosX && _mX <= _assetCombinedX && _mY <= _assetCombinedY && _mY >= _assetPosY )
{
if( m_Timer > 0.5f)
{
m_FadeOut = true;
// AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_FX_2D_MENUACCEPT);
AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::PLAY_SFX_MENU_ACCEPT);
//AudioSystemWwise::GetInstance()->PostEvent(AK::EVENTS::);
}
}
}
}
else
{
ifLeftClickEasy = false;
}
if (_mX >= _assetPosX && _mX <= _assetCombinedX && _mY <= _assetCombinedY && _mY >= _assetPosY )
{
if(m_FadeTimer <= 1.0f && !m_FadeOut)
{
if(m_MouseActive)
{
m_Choice = CHOICE_EASY;
if(m_SoundEasy)