本文整理汇总了C++中ComboBox::ActivateItem方法的典型用法代码示例。如果您正苦于以下问题:C++ ComboBox::ActivateItem方法的具体用法?C++ ComboBox::ActivateItem怎么用?C++ ComboBox::ActivateItem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ComboBox
的用法示例。
在下文中一共展示了ComboBox::ActivateItem方法的1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: PopulateControls
void CGECreateServer::PopulateControls( void )
{
// Only populate on first load
if ( !m_bFirstLoad )
return;
// Populate the map list
ComboBox *maplist = dynamic_cast<ComboBox*>( FindChildByName("MapList") );
if ( maplist )
{
// Clear the list first
maplist->DeleteAllItems();
FileFindHandle_t findHandle; // note: FileFINDHandle
char file[32];
maplist->AddItem( "#SERVER_RANDOM_MAP", new KeyValues(RANDOM_VALUE) );
const char *pFilename = filesystem->FindFirstEx( "maps\\*.bsp", "MOD", &findHandle );
while ( pFilename )
{
if ( stricmp(pFilename, "ge_transition.bsp") ) //They don't need to pick our dinky crash avoidance map.
{
// Add the map to the list
Q_FileBase(pFilename, file, 32);
maplist->AddItem(file, new KeyValues(file));
}
pFilename = filesystem->FindNext( findHandle );
}
filesystem->FindClose( findHandle );
maplist->SetNumberOfEditLines( 10 );
maplist->SetEditable( false );
maplist->GetMenu()->ForceCalculateWidth();
maplist->ActivateItemByRow( 0 );
}
// Populate the weapon list
ComboBox *weaponlist = dynamic_cast<ComboBox*>( FindChildByName("WeaponList") );
if ( weaponlist )
{
weaponlist->DeleteAllItems();
// TAKEN DIRECTLY FROM ge_loadoutmanager.cpp
// Parsing individually allows us to overwrite the default sets with custom ones
// Multiple custom sets can be defined as needed (can even make sets per gameplay)
if ( !GELoadoutParser.HasBeenParsed() )
{
GELoadoutParser.InitParser("scripts/loadouts/weapon_sets_default.X");
GELoadoutParser.SetHasBeenParsed( false );
GELoadoutParser.InitParser("scripts/loadouts/weapon_sets_custom*.X");
}
// Random loadout
weaponlist->AddItem( "#SERVER_RANDOM_SET", new KeyValues("random_loadout") );
FOR_EACH_DICT( m_WeaponSets, idx )
{
if (Q_strstr(m_WeaponSets.GetElementName(idx), "_mhide"))
continue;
int id = weaponlist->AddItem( m_WeaponSets.GetElementName(idx), NULL );
weaponlist->GetMenu()->SetItemEnabled( id, false );
for ( int k=m_WeaponSets[idx]->First(); k != m_WeaponSets[idx]->InvalidIndex(); k = m_WeaponSets[idx]->Next(k) )
weaponlist->AddItem( m_WeaponSets[idx]->Element(k), new KeyValues(m_WeaponSets[idx]->GetElementName(k)) );
}
weaponlist->SetEditable( false );
weaponlist->SetNumberOfEditLines( 15 );
weaponlist->GetMenu()->ForceCalculateWidth();
weaponlist->ActivateItemByRow( 0 );
}
// Populate the scenario list
ComboBox *scenariolist = dynamic_cast<ComboBox*>( FindChildByName("ScenarioList") );
if ( scenariolist )
{
// Clear the list first
scenariolist->DeleteAllItems();
FileFindHandle_t findHandle; // note: FileFINDHandle
char file[32];
scenariolist->AddItem( "#SERVER_RANDOM_SCENARIO", new KeyValues(RANDOM_VALUE) );
const char *pFilename = filesystem->FindFirstEx( PYDIR, "MOD", &findHandle );
while ( pFilename )
{
// Add the scenario to the list if not __init__
if ( !Q_stristr( pFilename, "__init__") )
{
Q_FileBase( pFilename, file, 32 );
scenariolist->AddItem( file, new KeyValues(file) );
}
pFilename = filesystem->FindNext( findHandle );
}
filesystem->FindClose( findHandle );
scenariolist->SetEditable( false );
//.........这里部分代码省略.........