本文整理汇总了C++中CInventory::getSelected方法的典型用法代码示例。如果您正苦于以下问题:C++ CInventory::getSelected方法的具体用法?C++ CInventory::getSelected怎么用?C++ CInventory::getSelected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CInventory
的用法示例。
在下文中一共展示了CInventory::getSelected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: initInventoryScene
void initInventoryScene()
{
map<uint32, NL3D::UInstance*>::iterator itu;
for(itu = InventoryItems.begin(); itu!=InventoryItems.end(); itu++)
{
InventoryScene->deleteInstance( (*itu).second);
}
InventoryItems.clear();
// invSelectPS->setPos (0.0f, 0.0f, 0.0f);
// invSelectPS->setScale( 1.0f, 1.0f, 1.0f );
if (ShowDebugInChat) nlinfo("InvScene cleared");
placeInList=0;
map<uint32,uint8>::iterator it;
for(it = CharacterInventory._Inventory.begin(); it!=CharacterInventory._Inventory.end(); it++)
{
if (ShowDebugInChat) nlinfo(". %d",placeInList);
placeInList++;
if ((*it).second==1)
{
// DIT dynamicObject = DynamicObjects.find ((*it).first);
// CClientDynamicObject &dynamicObjecta = dynamicObject->second; // hack
// if (dynamicObjecta.MeshName=="") dynamicObjecta.MeshName = "MagicWand01.shape";
// UInstance* dynamicInventoryItem = InventoryScene->createInstance( dynamicObjecta.MeshName );
// dynamicInventoryItem->setPos (-1.0f, 3.5f, placeInList*-0.5f);
// dynamicInventoryItem->setScale( CVector(0.2f, 0.2f, 0.2f ));
// InventoryItems.insert(make_pair (dynamicObjecta.Id, dynamicInventoryItem));
// PlaceInInventoryList.insert(make_pair (dynamicObjecta.Id, placeInList));
}
else if ((*it).second==2)
{
FIT dynamicFirearmObject = Firearms.find ((*it).first);
CClientFirearm &dynamicFirearmObjecta = dynamicFirearmObject->second; // hack
if (dynamicFirearmObjecta.MeshName=="") dynamicFirearmObjecta.MeshName = "handgun.shape";
NL3D::UInstance* dynamicInventoryItem = InventoryScene->createInstance( dynamicFirearmObjecta.MeshName );
dynamicInventoryItem->setPos (-2.0f, 4.5f, placeInList*-0.4f);
InventoryItems.insert(make_pair (dynamicFirearmObjecta.Id, dynamicInventoryItem));
PlaceInInventoryList.insert(make_pair (dynamicFirearmObjecta.Id, placeInList));
}
if ((*it).first==CharacterInventory.getSelected())
{
// nlinfo("setting select particle system");
// invSelectPS->show();
// invSelectPS->setPos (-2.0f, 4.5f, (placeInList*-1.0f)+0.7f);
// invSelectPS->setScale( 0.3f, 0.3f, 0.3f );
}
}
sendSelectedInInventory( CharacterInventory.getSelected() );
}
示例2: updateSelected
void updateSelected()
{
std::map<uint32, NL3D::UInstance*>::iterator itInvItems;
std::map<uint32, uint8>::iterator itInvSelItems;
itInvItems = InventoryItems.find(CharacterInventory.getSelected());
if(itInvItems!=InventoryItems.end())
{
itInvSelItems = PlaceInInventoryList.find(CharacterInventory.getSelected());
if(itInvSelItems!=PlaceInInventoryList.end())
{
// invSelectPS->setPos (-2.0f, 4.5f, ((*itInvSelItems).second*-1.0f)+0.7f);
// nlinfo("Have set inv ps pos %d", (*itInvSelItems).second);
}
}
}
示例3: displayInventory
void displayInventory()
{
float x= 8/800.0f;
float y= 8/600.0f;
float w=128/800.0f;
float h=128/600.0f;
_Clicked=0;
h=(128-42)/600.0f;
y=y+.03f;
uint8 whereInOrder = 0;
map<uint32,uint8>::iterator it;
for(it = CharacterInventory._Inventory.begin(); it!=CharacterInventory._Inventory.end(); it++)
{
whereInOrder++;
string itemname;
char Buf[20];
sprintf(Buf, "%d", (*it).first);
itemname = Buf;
uint8 itemquantity = (*it).second;
//nlinfo("displayinv: %s %d",itemname, itemquantity);
w = 64/800.0f;
h = 64/600.0f;
string filename = itemname+"Icon.tga";
// nlinfo("loading texture: %s",filename);
NL3D::UTexture *iconTexture = Driver->createTextureFile (filename);
// nlinfo("placing at %f",(1-(h+y)));
if (iconTexture!=NULL)
{
Driver->setMatrixMode2D ( CFrustum (0.0f, ScreenWidth, 0.0f, ScreenHeight, 0.0f, 1.0f, false));
// Driver->drawBitmap (10, ScreenHeight-128-10, 128, 128, *iconTexture);
// Driver->drawBitmap (ScreenWidth-128-10, ScreenHeight-16-10, 128, 16, *iconTexture);
if ((*it).first == CharacterInventory.getSelected())
{
// nlinfo("drawing quad");
// Driver->setMatrixMode2D11 ();
// Driver->drawQuad( 0.0149f, 0.96f-(whereInOrder*0.08f), 0.077f, 1.04f-(whereInOrder*0.08f) ,CRGBA(100,0,0,100));
Driver->drawBitmap (15, ScreenHeight-24-(whereInOrder*72), 64, 64, *SelectedTexture);
// nlinfo("xLeft %f yBottom %f xRight %f yTop %f", xLeft,yBottom,xRight,yTop);
// 0.1 0.8, 0.2, 0.9
}
Driver->drawBitmap (15, ScreenHeight-24-(whereInOrder*72), 64, 64, *iconTexture);
// nlinfo("drawBitmap at x %f y %f", x, y);
//_ClickMap[(1-(h+y))]=(*it).first;
}
// if ((*it).first == CharacterInventory.getSelected()) TextContext->setColor(CRGBA(255,0,255,255));
// else TextContext->setColor(CRGBA(255,255,255,255));
// TextContext->printfAt(x+.03f+w/2.0f,1.0f-h-y+.01f,"%d %s", itemquantity, itemname);
y=y+.07f;
// nlinfo("outof loop");
}
if(_Clicked)
{
float x= 8/800.0f;
float y= 8/600.0f;
float w=128/800.0f;
float h=128/600.0f;
y=y+.03f;
w = 32/800.0f;
h = 32/600.0f;
string itemname = "";
string filename = itemname+"Icon.tga";
// uint32 itemquantity = CharacterInventory.getInventory()[_Clicked];
// NL3D::UTexture *iconTexture = Driver->createTextureFile (filename);
// Driver->drawBitmap (x, 1-(h+y), w, h, *iconTexture);
// TextContext->printfAt(x+.02f+w/2.0f,(1.0f-h-y+.01f)+0.03f,"%d %s", itemquantity, itemname);
}
}