本文整理汇总了C++中CVar::GetBool方法的典型用法代码示例。如果您正苦于以下问题:C++ CVar::GetBool方法的具体用法?C++ CVar::GetBool怎么用?C++ CVar::GetBool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CVar
的用法示例。
在下文中一共展示了CVar::GetBool方法的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: ExecuteSingleCmd
/*
================
CmdSystemEx::ExecuteSingleCmd
================
*/
void CmdSystemEx::ExecuteSingleCmd( const char *cmd ) {
CmdArgs args(cmd);
if ( !args.Argc() )
return;
const char *arg0 = args.Argv(0);
int index = cmdList.Find( arg0 );
if ( index != -1 ) {
ConsoleCmd &cCmd = cmdList[index];
if( cCmd.flags & CMD_DEVELOPER && !com_developer.GetBool() ) {
User::Warning( "Developer mode is not active!" );
return;
}
if( cCmd.flags & CMD_CHEAT && !net_allowCheats.GetBool() ) {
User::Warning( Format( "$* is cheat protected" ) << cmdList.GetKey(index) );
return;
}
if ( cCmd.usage->minArguments > (args.Argc()-1) )
cCmd.usage->ShowUsage();
else
cCmd.func(args);
return;
}
if ( !cvarSystemEx->OnCommand(args) )
User::Warning( Format( "Unknown command '$*'.\n" ) << arg0 );
}
示例2: Think
void CCamera::Think()
{
bool bFreeMode = cam_free.GetBool();
if (bFreeMode != m_bFreeMode)
{
m_vecFreeCamera = GetCameraPosition();
m_angFreeCamera = VectorAngles((GetCameraTarget() - GetCameraPosition()).Normalized());
m_bFreeMode = bFreeMode;
CApplication::Get()->SetMouseCursorEnabled(!m_bFreeMode);
}
if (m_bFreeMode)
{
Vector vecForward, vecRight;
AngleVectors(m_angFreeCamera, &vecForward, &vecRight, NULL);
m_vecFreeCamera += vecForward * m_vecFreeVelocity.x * GameServer()->GetFrameTime() * 20;
m_vecFreeCamera -= vecRight * m_vecFreeVelocity.z * GameServer()->GetFrameTime() * 20;
}
else
{
if (shrink_frustum.GetBool())
GameServer()->GetRenderer()->FrustumOverride(GetCameraPosition(), GetCameraTarget(), GetCameraFOV()-1, GetCameraNear()+1, GetCameraFar()-1);
}
}
示例3: r
void CTreeNode::CExpandButton::Paint(float x, float y, float w, float h)
{
MakeQuad();
::CRenderingContext r(nullptr, true);
if ((w < 0) ^ (h < 0))
r.SetBackCulling(false);
r.UseMaterial(m_hMaterial);
r.SetBlend(BLEND_ALPHA);
r.SetUniform("iBorder", 0);
r.SetUniform("bHighlight", false);
r.SetUniform("vecColor", Color(255, 255, 255));
r.SetUniform("bDiffuse", true);
r.SetUniform("bTexCoords", false);
r.SetUniform("vecDimensions", Vector4D(-w/2, -h/2, w, h));
r.Translate(Vector((float)x+w/2, (float)y+h/2, 0));
r.Rotate(m_flExpandedCurrent*90-90, Vector(0, 0, 1));
// Hehe.
if (glgui_spinnyarrows.GetBool())
r.Rotate((float)RootPanel()->GetTime()*200, Vector(0, 0, 1));
r.BeginRenderVertexArray(s_iQuad);
r.SetPositionBuffer((size_t)0u, 24);
r.SetTexCoordBuffer(12, 24);
r.SetCustomIntBuffer("iVertex", 1, 20, 24);
r.EndRenderVertexArray(6);
}
示例4: KeyDown
void CCamera::KeyDown(int c)
{
if (CVar::GetCVarBool("cheats") && c == 'Z')
{
cam_free.SetValue(m_bFreeMode?_T("off"):_T("on"));
if (lock_freemode_frustum.GetBool())
{
if (m_bFreeMode)
GameServer()->GetRenderer()->FrustumOverride(GetCameraPosition(), GetCameraTarget(), GetCameraFOV(), GetCameraNear(), GetCameraFar());
else
GameServer()->GetRenderer()->CancelFrustumOverride();
}
}
if (m_bFreeMode)
{
if (c == 'W')
m_vecFreeVelocity.x = 10.0f;
if (c == 'S')
m_vecFreeVelocity.x = -10.0f;
if (c == 'D')
m_vecFreeVelocity.z = 10.0f;
if (c == 'A')
m_vecFreeVelocity.z = -10.0f;
}
}
示例5: IsVisible
bool CConsole::IsVisible()
{
if (developer.GetBool() && m_bBackground)
return true;
return BaseClass::IsVisible();
}
示例6: Instructor_LessonLearned
void CPlayer::Instructor_LessonLearned(const tstring& sLesson)
{
if (!GameWindow()->GetInstructor()->IsInitialized())
GameWindow()->GetInstructor()->Initialize();
auto it = m_apLessonProgress.find(sLesson);
TAssert(it != m_apLessonProgress.end());
if (it == m_apLessonProgress.end())
return;
CLessonProgress* pLessonProgress = &it->second;
TAssert(pLessonProgress);
if (!pLessonProgress)
return;
// Can only learn a lesson once in a while, to ensure that it is truly learned.
// The idea is that the player spends a couple seconds toying around with the
// new feature, but won't spend all of the lessons in that time.
if (GameServer()->GetGameTime() < pLessonProgress->m_flLastTimeLearned + lesson_learntime.GetFloat())
return;
pLessonProgress->m_flLastTimeLearned = GameServer()->GetGameTime();
pLessonProgress->m_iTimesLearned++;
if (lesson_debug.GetBool())
{
CLesson* pLesson = GameWindow()->GetInstructor()->GetLesson(sLesson);
if (pLessonProgress->m_iTimesLearned < pLesson->m_iTimesToLearn)
TMsg(tsprintf("Instructor: Trained lesson " + sLesson + " - %d/%d\n", pLessonProgress->m_iTimesLearned, pLesson->m_iTimesToLearn));
else if (pLessonProgress->m_iTimesLearned == pLesson->m_iTimesToLearn)
TMsg("Instructor: Learned lesson " + sLesson + "\n");
}
}
示例7: IsCursorListener
bool CConsole::IsCursorListener()
{
// Don't interfere with mouse events, we're just showing an overlay.
if (developer.GetBool() && !BaseClass::IsVisible())
return false;
return BaseClass::IsCursorListener();
}
示例8: GetCVarBool
bool CVar::GetCVarBool(tstring sName)
{
CVar* pVar = FindCVar(sName);
if (!pVar)
return false;
return pVar->GetBool();
}
示例9: GetConsole
CConsole* CApplication::GetConsole()
{
if (m_pConsole == NULL)
{
m_pConsole = new CConsole();
if (developer.GetBool())
TMsg("Developer mode ON.\n");
}
return m_pConsole;
}
示例10: GLDebugCallback
void CALLBACK GLDebugCallback(GLenum iSource, GLenum iType, GLuint id, GLenum iSeverity, GLsizei iLength, const GLchar* pszMessage, GLvoid* pUserParam)
{
if (iType != GL_DEBUG_TYPE_PERFORMANCE_ARB)
{
TAssert(iSeverity != GL_DEBUG_SEVERITY_HIGH_ARB);
TAssert(iSeverity != GL_DEBUG_SEVERITY_MEDIUM_ARB);
}
if (gl_debug.GetBool())
{
tstring sMessage = "OpenGL Debug Message (";
if (iSource == GL_DEBUG_SOURCE_API_ARB)
sMessage += "Source: API ";
else if (iSource == GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB)
sMessage += "Source: Window System ";
else if (iSource == GL_DEBUG_SOURCE_SHADER_COMPILER_ARB)
sMessage += "Source: Shader Compiler ";
else if (iSource == GL_DEBUG_SOURCE_THIRD_PARTY_ARB)
sMessage += "Source: Third Party ";
else if (iSource == GL_DEBUG_SOURCE_APPLICATION_ARB)
sMessage += "Source: Application ";
else if (iSource == GL_DEBUG_SOURCE_OTHER_ARB)
sMessage += "Source: Other ";
if (iType == GL_DEBUG_TYPE_ERROR_ARB)
sMessage += "Type: Error ";
else if (iType == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
sMessage += "Type: Deprecated Behavior ";
else if (iType == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
sMessage += "Type: Undefined Behavior ";
else if (iType == GL_DEBUG_TYPE_PORTABILITY_ARB)
sMessage += "Type: Portability ";
else if (iType == GL_DEBUG_TYPE_PERFORMANCE_ARB)
sMessage += "Type: Performance ";
else if (iType == GL_DEBUG_TYPE_OTHER_ARB)
sMessage += "Type: Other ";
if (iSeverity == GL_DEBUG_SEVERITY_HIGH_ARB)
sMessage += "Severity: High) ";
else if (iSeverity == GL_DEBUG_SEVERITY_MEDIUM_ARB)
sMessage += "Severity: Medium) ";
else if (iSeverity == GL_DEBUG_SEVERITY_LOW_ARB)
sMessage += "Severity: Low) ";
sMessage += convertstring<GLchar, tchar>(pszMessage) + "\n";
TMsg(convertstring<GLchar, tchar>(sMessage).c_str());
}
}
示例11: Render
void CParticleSystemLibrary::Render()
{
TPROF("CParticleSystemLibrary::Render");
if (!r_particles.GetBool())
return;
MakeQuad();
CParticleSystemLibrary* pPSL = Get();
if (!pPSL->m_apInstances.size())
return;
tmap<size_t, CSystemInstance*>::iterator it;
if (true)
{
CGameRenderingContext c(GameServer()->GetRenderer(), true);
c.UseProgram("particle");
c.SetUniform("bDiffuse", true);
c.SetUniform("iDiffuse", 0);
for (it = pPSL->m_apInstances.begin(); it != pPSL->m_apInstances.end(); it++)
{
CSystemInstance* pInstance = (*it).second;
pInstance->Render(&c, false);
}
}
if (true)
{
CGameRenderingContext c(GameServer()->GetRenderer(), true);
c.UseProgram("particle");
c.SetUniform("bDiffuse", true);
c.SetUniform("iDiffuse", 0);
c.SetDepthMask(false);
for (it = pPSL->m_apInstances.begin(); it != pPSL->m_apInstances.end(); it++)
{
CSystemInstance* pInstance = (*it).second;
pInstance->Render(&c, true);
}
}
CRenderingContext::DebugFinish();
}
示例12: Paint
void CConsole::Paint(float x, float y, float w, float h)
{
if (!CApplication::Get()->IsOpen())
return;
if (!BaseClass::IsVisible() && developer.GetBool())
{
int iAlpha = m_hOutput->GetAlpha();
m_hOutput->SetAlpha(100);
m_hOutput->Paint();
m_hOutput->SetAlpha(iAlpha);
return;
}
if (!BaseClass::IsVisible())
return;
glgui::CRootPanel::PaintRect(x, y, w, h, Color(0, 0, 0, 200), 1, true);
BaseClass::Paint(x, y, w, h);
}
示例13: DisplayLesson
void CInstructor::DisplayLesson(tstring sLesson)
{
if (!lesson_enable.GetBool())
return;
if (!m_bActive)
return;
if (sLesson.length() == 0 || m_apLessons.find(sLesson) == m_apLessons.end())
{
if (m_apLessons[m_sCurrentLesson] && m_apLessons[m_sCurrentLesson]->m_bKillOnFinish)
SetActive(false);
if (m_pCurrentPanel)
HideLesson();
return;
}
if (m_pCurrentPanel)
HideLesson();
m_sCurrentLesson = sLesson;
if (Game() && m_sLastLesson != m_sCurrentLesson)
Game()->OnDisplayLesson(sLesson);
m_sLastLesson = m_sCurrentLesson;
CLesson* pLesson = m_apLessons[sLesson];
CPlayer *pLocalPlayer = Game()->GetLocalPlayer();
if (pLesson->m_iLearningMethod == CLesson::LEARN_DISPLAYING)
pLocalPlayer->Instructor_LessonLearned(sLesson);
m_pCurrentPanel = new CLessonPanel(pLesson);
RootPanel()->AddControl(m_pCurrentPanel, true);
CallOutput("OnDisplay");
}
示例14: EndRenderVertexArrayIndexed
void CRenderingContext::EndRenderVertexArrayIndexed(size_t iBuffer, size_t iVertices)
{
CRenderContext& oContext = GetContext();
if (!oContext.m_bProjectionUpdated)
SetUniform("mProjection", oContext.m_mProjection);
if (!oContext.m_bViewUpdated)
SetUniform("mView", oContext.m_mView);
if (!oContext.m_bTransformUpdated)
SetUniform("mGlobal", oContext.m_mTransformations);
oContext.m_bProjectionUpdated = oContext.m_bViewUpdated = oContext.m_bTransformUpdated = true;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iBuffer);
glDrawElements(r_wireframe.GetBool()?GL_LINES:GL_TRIANGLES, iVertices, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(m_pShader->m_iPositionAttribute);
for (size_t i = 0; i < MAX_TEXTURE_CHANNELS; i++)
{
if (m_pShader->m_aiTexCoordAttributes[i] != ~0)
glDisableVertexAttribArray(m_pShader->m_aiTexCoordAttributes[i]);
}
if (m_pShader->m_iNormalAttribute != ~0)
glDisableVertexAttribArray(m_pShader->m_iNormalAttribute);
if (m_pShader->m_iTangentAttribute != ~0)
glDisableVertexAttribArray(m_pShader->m_iTangentAttribute);
if (m_pShader->m_iBitangentAttribute != ~0)
glDisableVertexAttribArray(m_pShader->m_iBitangentAttribute);
if (m_pShader->m_iColorAttribute != ~0)
glDisableVertexAttribArray(m_pShader->m_iColorAttribute);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
示例15: UpdateNetworkVariables
void CGameServerNetwork::UpdateNetworkVariables(int iClient, bool bForceAll)
{
if (!GameNetwork()->IsConnected())
return;
double flTime = GameServer()->GetGameTime();
size_t iMaxEnts = GameServer()->GetMaxEntities();
for (size_t i = 0; i < iMaxEnts; i++)
{
CBaseEntity* pEntity = CBaseEntity::GetEntity(i);
if (!pEntity)
continue;
const tchar* pszClassName = pEntity->GetClassName();
CEntityRegistration* pRegistration = NULL;
do
{
pRegistration = pEntity->GetRegisteredEntity(pszClassName);
TAssert(pRegistration);
if (!pRegistration)
break;
size_t iNetVarsSize = pRegistration->m_aNetworkVariables.size();
for (size_t j = 0; j < iNetVarsSize; j++)
{
CNetworkedVariableData* pVarData = &pRegistration->m_aNetworkVariables[j];
CNetworkedVariableBase* pVariable = pVarData->GetNetworkedVariableBase(pEntity);
if (!bForceAll)
{
if (!pVariable->IsDirty())
continue;
if (flTime - pVariable->m_flLastUpdate < pVarData->m_flUpdateInterval)
continue;
}
// For one, m_flLastUpdate needs to be a double
pVariable->m_flLastUpdate = (float)flTime;
// For two, it's shit.
TUnimplemented();
// Try some testing or something.
CNetworkParameters p;
p.ui1 = pEntity->GetHandle();
size_t iDataSize;
void* pValue = pVariable->Serialize(iDataSize);
if (net_replication_debug.GetBool())
{
if (iDataSize >= 4)
TMsg(tstring("Updating ") + pVarData->GetName() + sprintf(tstring(" (%x) (%f) (%d)\n"), *(unsigned int*)pValue, *(float*)pValue, *(int*)pValue));
else
TMsg(tstring("Updating ") + pVarData->GetName() + "\n");
}
p.CreateExtraData(iDataSize + strlen(pVarData->GetName())+1);
strcpy((char*)p.m_pExtraData, pVarData->GetName());
memcpy((unsigned char*)(p.m_pExtraData) + strlen(pVarData->GetName())+1, pValue, iDataSize);
// UV stands for UpdateValue
GameNetwork()->CallFunctionParameters(iClient, "UV", &p);
// Only reset the dirty flag if all clients got the message.
if (iClient == NETWORK_TOCLIENTS)
pVariable->SetDirty(false);
}
pszClassName = pRegistration->m_pszParentClass;
} while (pszClassName);
}
}