当前位置: 首页>>代码示例>>C++>>正文


C++ ConVarRef类代码示例

本文整理汇总了C++中ConVarRef的典型用法代码示例。如果您正苦于以下问题:C++ ConVarRef类的具体用法?C++ ConVarRef怎么用?C++ ConVarRef使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ConVarRef类的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: BlackBox_Record

void BlackBox_Record( const char *type, const char *pFormat, ... )
{
	static ConVarRef blackbox( "blackbox" );

	if ( IsX360() )
		return;

	if ( !blackbox.IsValid() || !blackbox.GetBool() )
		 return;

	int type_num;
	for ( type_num = 0; type_num < blackboxrecorder->GetTypeCount(); type_num++ )
	{
		if ( !V_strcasecmp( blackboxrecorder->GetTypeName( type_num ), type ) )
			break;
	}

	if ( type_num >= blackboxrecorder->GetTypeCount() )
	{
		Msg( "Invalid blackbox type: %s\n", type );
		return;
	}

	char szMessage[1024];	
	va_list marker;

	va_start( marker, pFormat);
	Q_vsnprintf( szMessage, sizeof( szMessage ), pFormat, marker);
	va_end( marker );	

	//Msg( "Record: %s: %s\n", type, szMessage );
	blackboxrecorder->Record( type_num, szMessage );
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:33,代码来源:blackbox_helper.cpp

示例2: VPROF_BUDGET

void CReplayRenderer::LayoffFrame( int nFrame )
{
	VPROF_BUDGET( "CReplayRenderer::LayoffFrame", VPROF_BUDGETGROUP_REPLAY );
	// FIXME: This is somewhat of a hack to get layoff working again
	// We're rendering into the full preview size, but stretching down to the actual size
	Rect_t srcRect;
	srcRect.x = 0;
	srcRect.y = 0;
	srcRect.width = m_RenderParams.m_Settings.m_nWidth;
	srcRect.height = m_RenderParams.m_Settings.m_nHeight;

	Rect_t dstRect;
	dstRect.x = 0;
	dstRect.y = 0;
	dstRect.width = m_RenderParams.m_Settings.m_nWidth;
	dstRect.height = m_RenderParams.m_Settings.m_nHeight;

	#ifdef TRACE_REPLAY_STATE_MACHINE
		Msg( "laying off movie frame %i\n", nFrame );
	#endif

	CMatRenderContextPtr pRenderContext( materials );
// 	pRenderContext->ReadPixelsAndStretch( &srcRect, &dstRect, (unsigned char*)m_pLayoffBuf, 
// 		IMAGE_FORMAT_BGRA8888, dstRect.width * ImageLoader::SizeInBytes( IMAGE_FORMAT_BGRA8888 ) );

	pRenderContext->ReadPixels( 0, 0, (int) m_RenderParams.m_Settings.m_nWidth, (int) m_RenderParams.m_Settings.m_nHeight, (unsigned char*)m_pLayoffBuf, IMAGE_FORMAT_BGRA8888 );

	static ConVarRef mat_queue_mode( "mat_queue_mode" );

	// Encode the frame
#ifdef REPLAY_RECORDING_ENABLE
	if ( m_RenderParams.m_bExportRaw )
	{
		CUtlBuffer bufOut;
        if ( TGAWriter::WriteToBuffer( (unsigned char *)m_pLayoffBuf, bufOut, m_RenderParams.m_Settings.m_nWidth,
			m_RenderParams.m_Settings.m_nHeight, IMAGE_FORMAT_BGRA8888, IMAGE_FORMAT_RGB888 ) )
		{
			// Format filename and write the TGA
			CFmtStr fmtFilename(
				"%sFrame_%04i.tga",
				m_fmtTgaRenderDirName.Access(),
				m_iTgaFrame++
			);

	        if ( !g_pFullFileSystem->WriteFile( fmtFilename.Access(), NULL, bufOut ) )
	        {
	            Warning( "Couldn't write bitmap data snapshot to file %s.\n", fmtFilename.Access() );
	        }
		}
	}
	else if ( m_pMovieMaker )
	{
		// can't run in any other mode	
		Assert( mat_queue_mode.GetInt() == 0 );
		VPROF_BUDGET( "CReplayRenderer::LayoffFrame - AppendVideoFrame", VPROF_BUDGETGROUP_REPLAY );
		m_pMovieMaker->AppendVideoFrame( m_pLayoffBuf );
	}
#endif
}
开发者ID:1n73rf4c3,项目名称:source-sdk-2013,代码行数:59,代码来源:replayrenderer.cpp

示例3: SetPaintBackgroundEnabled

//=============================================================================
void LoadingProgress::ApplySchemeSettings( IScheme *pScheme )
{
	// will cause the controls to be instanced
	BaseClass::ApplySchemeSettings( pScheme );

	SetPaintBackgroundEnabled( true );
	
	// now have controls, can now do further initing
	m_bValid = true;

	// find or create pattern
	// purposely not freeing these, not worth the i/o hitch for something so small
	const char *pImageName = "vgui/loadingbar";
	m_textureID_LoadingBar = vgui::surface()->DrawGetTextureId( pImageName );
	if ( m_textureID_LoadingBar == -1 )
	{
		m_textureID_LoadingBar = vgui::surface()->CreateNewTextureID();
		vgui::surface()->DrawSetTextureFile( m_textureID_LoadingBar, pImageName, true, false );	
	}

	// find or create pattern
	// purposely not freeing these, not worth the i/o hitch for something so small
	pImageName = "vgui/loadingbar_bg";
	m_textureID_LoadingBarBG = vgui::surface()->DrawGetTextureId( pImageName );
	if ( m_textureID_LoadingBarBG == -1 )
	{
		m_textureID_LoadingBarBG = vgui::surface()->CreateNewTextureID();
		vgui::surface()->DrawSetTextureFile( m_textureID_LoadingBarBG, pImageName, true, false );	
	}

	// need to get the default image loaded now
	// find or create pattern
	// Purposely not freeing these, need this image to be resident always. We flip to
	// this image on a sign out during loading and cannot bring it into	existence then.
#if defined ( SUPPORT_DEFAULT_LOADING_POSTER )
	if ( m_pDefaultPosterDataKV )
	{
		static ConVarRef mat_xbox_iswidescreen( "mat_xbox_iswidescreen" );
		bool bIsWidescreen = mat_xbox_iswidescreen.GetBool();
		bool bFullscreenPoster = m_pDefaultPosterDataKV->GetBool( "fullscreen", false );
		const char *pszPosterImage = ( bFullscreenPoster && bIsWidescreen ) ? m_pDefaultPosterDataKV->GetString( "posterImage_widescreen" ) : m_pDefaultPosterDataKV->GetString( "posterImage" );

		// have to do this to mimic what the bowels of the scheme manager does with bitmaps
		bool bPrependVguiFix = V_strnicmp( pszPosterImage, "vgui", 4 ) != 0;
		CFmtStr sPosterImageFmt( "%s%s", ( bPrependVguiFix ? "vgui/" : "" ), pszPosterImage );
		pszPosterImage = sPosterImageFmt;

		m_textureID_DefaultPosterImage = vgui::surface()->DrawGetTextureId( pszPosterImage );
		if ( m_textureID_DefaultPosterImage == -1 )
		{
			m_textureID_DefaultPosterImage = vgui::surface()->CreateNewTextureID();
			vgui::surface()->DrawSetTextureFile( m_textureID_DefaultPosterImage, pszPosterImage, true, false );	
		}
	}
#endif

	SetupControlStates();
}
开发者ID:Nightgunner5,项目名称:Jastian-Summer,代码行数:59,代码来源:vloadingprogress.cpp

示例4: mat_ambient_light_r

void ClientModeHLNormal::LevelInit( const char *newmap )
{
	// reset ambient light
	static ConVarRef mat_ambient_light_r( "mat_ambient_light_r" );
	static ConVarRef mat_ambient_light_g( "mat_ambient_light_g" );
	static ConVarRef mat_ambient_light_b( "mat_ambient_light_b" );

	if ( mat_ambient_light_r.IsValid() )
	{
		mat_ambient_light_r.SetValue( "0" );
	}

	if ( mat_ambient_light_g.IsValid() )
	{
		mat_ambient_light_g.SetValue( "0" );
	}

	if ( mat_ambient_light_b.IsValid() )
	{
		mat_ambient_light_b.SetValue( "0" );
	}

	BaseClass::LevelInit(newmap);

	// sdk: make sure no windows are left open from before
	SDK_CloseAllWindows();

	// clear any DSP effects
	CLocalPlayerFilter filter;
	enginesound->SetRoomType( filter, 0 );
	enginesound->SetPlayerDSP( filter, 0, true );
}
开发者ID:RubberWar,项目名称:Portal-2,代码行数:32,代码来源:clientmode_hlnormal.cpp

示例5: qMode

void ShaderEditorInterface::OnFrame( float frametime )
{
	if ( IsInEditMode() )
	{
		static ConVarRef qMode( "mat_queue_mode" );
#if defined( SHADER_EDITOR_DLL_SWARM ) || defined( SHADER_EDITOR_DLL_2013 )
		qMode.SetValue( "0" );
#else
		qMode.SetValue( "-1" );
#endif
	}

	IGameSystem::UpdateAllSystems( frametime );
}
开发者ID:Biohazard90,项目名称:source-shader-editor,代码行数:14,代码来源:editorinit.cpp

示例6: hvel

void CHudMapFinishedDialog::OnThink()
{
    BaseClass::OnThink();

    static ConVarRef hvel("mom_hud_speedometer_hvel");
    m_iVelocityType = hvel.GetBool();

    m_pPlayReplayButton->SetVisible(!m_bIsGhost);
    m_pRunUploadStatus->SetVisible(!m_bIsGhost);
    m_pRunSaveStatus->SetVisible(!m_bIsGhost);

    CMOMSpectatorGUI *pPanel = dynamic_cast<CMOMSpectatorGUI*>(gViewPortInterface->FindPanelByName(PANEL_SPECGUI));
    if (pPanel && pPanel->IsVisible())
        SetMouseInputEnabled(pPanel->IsMouseInputEnabled());
}
开发者ID:bonjorno7,项目名称:GAME,代码行数:15,代码来源:hud_mapfinished.cpp

示例7: OnGameFrameStart

    void OnGameFrameStart()
    {
        g_MapzoneEdit.Update();

        if (!g_Timer.GotCaughtCheating())
        {
            ConVarRef cheatsRef = ConVarRef("sv_cheats");
            if (cheatsRef.GetBool())
            {
                g_Timer.SetCheating(true);
                g_Timer.Stop(false);
            }

        }
    }
开发者ID:Yosam02,项目名称:game,代码行数:15,代码来源:server_events.cpp

示例8: replay_fake_render

void CReplayRenderer::RenderVideo()
{
#if _DEBUG
	static ConVarRef replay_fake_render( "replay_fake_render" );
	if ( replay_fake_render.IsValid() && replay_fake_render.GetBool() )
		return;
#endif

	if ( !engine->IsInGame() )
		return;

	if ( !m_LayoffResult.IsValid() )
		return;

	CompositeAndLayoffFrame( m_nFrame++ );
}
开发者ID:1n73rf4c3,项目名称:source-sdk-2013,代码行数:16,代码来源:replayrenderer.cpp

示例9: SetSelected

//-----------------------------------------------------------------------------
// Purpose:	Activate a button click.
//-----------------------------------------------------------------------------
void Button::DoClick()
{
	SetSelected(true);
	FireActionSignal();
	PlayButtonReleasedSound();

	static ConVarRef vgui_nav_lock( "vgui_nav_lock" );
	if ( ( !vgui_nav_lock.IsValid() || vgui_nav_lock.GetInt() == 0 ) && NavigateActivate() )
	{
		vgui_nav_lock.SetValue( 1 );
	}

	if ( !m_bStaySelectedOnClick )
	{
		SetSelected(false);
	}
}
开发者ID:Asunaya,项目名称:game,代码行数:20,代码来源:Button.cpp

示例10: ToDHLPlayer

//Check friendly fire rules to see if a player should be hit
//Returns true if damage should be dealt, false if it should not
bool CDHLProjectile::CheckFriendlyFire( CBaseEntity* pEnt )
{
	if ( DHLRules()->IsTeamplay() )
	{
		if ( pEnt->IsPlayer() )
		{
			CDHL_Player* pPlayer = ToDHLPlayer( pEnt );
			if ( pPlayer && m_pShooter )
			{
				if ( pPlayer->GetTeamNumber() == m_pShooter->GetTeamNumber() )
				{
					static ConVarRef ffVar("mp_friendlyfire");
					if ( ffVar.GetBool() )
						return false;
				}
			}
		}
	}
	return true;
}
开发者ID:dreckard,项目名称:dhl2,代码行数:22,代码来源:dhl_projectile_shared.cpp

示例11: XUserGetSigninState

void SignInDialog::ApplySchemeSettings( IScheme *pScheme )
{
	BaseClass::ApplySchemeSettings( pScheme );

#ifdef _X360
	char chGamerName[256];

	XUSER_SIGNIN_INFO xsi;
	if ( XBX_GetPrimaryUserId() >= 0 &&
		 XUserGetSigninState( XBX_GetPrimaryUserId() ) != eXUserSigninState_NotSignedIn &&
		 ERROR_SUCCESS == XUserGetName( XBX_GetPrimaryUserId(), chGamerName, sizeof( chGamerName ) ) &&
		 ERROR_SUCCESS == XUserGetSigninInfo( XBX_GetPrimaryUserId(), XUSER_GET_SIGNIN_INFO_ONLINE_XUID_ONLY, &xsi ) &&
		 !(xsi.dwInfoFlags & XUSER_INFO_FLAG_GUEST) )	// need to catch promoted-guest-accounts
	{
		static ConVarRef cl_names_debug( "cl_names_debug" );
		if ( cl_names_debug.GetInt() )
		{
			strcpy( chGamerName, PLAYER_DEBUG_NAME );
		}

		const unsigned messageLen = 256;
		wchar_t* wStringTableEntry = g_pVGuiLocalize->Find( "#L4D360UI_SignIn_Title" );

		wchar_t wWelcomeMsg[ messageLen ];
		wchar_t wGamerTag[ messageLen ];
		g_pVGuiLocalize->ConvertANSIToUnicode( chGamerName, wGamerTag, sizeof( wGamerTag ) );

		g_pVGuiLocalize->ConstructString( wWelcomeMsg, sizeof( wWelcomeMsg ), wStringTableEntry,
			1, wGamerTag );

		SetSignInTitle( wWelcomeMsg );
		m_bSignedIn = true;
	}
	else
#endif
	{
		SetSignInTitle( "#L4D360UI_SignIn_TitleNo" );
		m_bSignedIn = false;
	}
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:40,代码来源:vsignindialog.cpp

示例12: mm_dlcs_mask_extras

//=============================================================================
void CUIGameData::OnCompletedAsyncDeviceAttached( CAsyncCtxUIOnDeviceAttached * job )
{
    ISelectStorageDeviceClient *pStorageDeviceClient = m_pSelectStorageClient;
    m_pSelectStorageClient = NULL;

    static ConVarRef mm_dlcs_mask_extras( "mm_dlcs_mask_extras" );
    if ( mm_dlcs_mask_extras.IsValid() )
    {
#ifdef _X360
        int iDLCmask = mm_dlcs_mask_extras.GetInt();

        if ( engine->IsLowViolence() && XGetGameRegion() == XC_GAME_REGION_EUROPE_REST )
        {
            // iDLCmask |= ( 1 << ? );
        }

        mm_dlcs_mask_extras.SetValue( iDLCmask );
#endif
    }

    uint nRet = job ? job->GetContainerOpenResult() : ERROR_SUCCESS;
    if ( nRet != ERROR_SUCCESS )
    {
        CloseWaitScreen( NULL, "ReportDeviceCorrupt" );
        pStorageDeviceClient->OnDeviceFail( ISelectStorageDeviceClient::FAIL_CORRUPT );
    }
    else
    {
        // Notify that data has loaded
        pStorageDeviceClient->AfterDeviceMounted();

        // Check for opening a new storage device immediately
        if ( m_pSelectStorageClient == NULL )
        {
            // Close down the waiting screen
            CloseWaitScreen( NULL, "OnCompletedAsyncDeviceAttached" );
        }
    }
}
开发者ID:SCell555,项目名称:hl2-asw-port,代码行数:40,代码来源:uigamedata_storage.cpp

示例13: mat_ambient_light_r

//====================================================================
// Prepara al Cliente para el inicio de un nivel
//====================================================================
void InClientMode::LevelInit( const char *newmap )
{
	// Reiniciamos la luz de ambiente
	static ConVarRef mat_ambient_light_r( "mat_ambient_light_r" );
	static ConVarRef mat_ambient_light_g( "mat_ambient_light_g" );
	static ConVarRef mat_ambient_light_b( "mat_ambient_light_b" );

	if ( mat_ambient_light_r.IsValid() )
		mat_ambient_light_r.SetValue( "0" );
	if ( mat_ambient_light_g.IsValid() )
		mat_ambient_light_g.SetValue( "0" );
	if ( mat_ambient_light_b.IsValid() )
		mat_ambient_light_b.SetValue( "0" );

	BaseClass::LevelInit( newmap );

	// clear any DSP effects
	CLocalPlayerFilter filter;
	enginesound->SetRoomType( filter, 0 );
	enginesound->SetPlayerDSP( filter, 0, true );
}
开发者ID:InfoSmart,项目名称:InSource,代码行数:24,代码来源:clientmode_sdk.cpp

示例14: wcsncpy

void CHudDHLRoundTime::MsgFunc_RoundEnd( bf_read &msg )
{
	bool bSuccess = false;
	byte val = msg.ReadByte();
	if ( val == 255 ) //Arbitrary "round draw" value
	{
		wcsncpy( wszHudText, g_pVGuiLocalize->Find( "#DHL_ROUND_DRAW" ), 50 );
		bSuccess = true;
	}
	else
	{
		if ( DHLRules()->IsTeamplay() )
		{
			//Val indicates winning team #
			C_Team* pTeam = GetGlobalTeam( val );
			if ( pTeam )
			{
				wchar_t wszTeamName[32];
				g_pVGuiLocalize->ConvertANSIToUnicode( pTeam->Get_Name(), wszTeamName, sizeof(wszTeamName) );
				g_pVGuiLocalize->ConstructString( wszHudText, sizeof( wszHudText ), g_pVGuiLocalize->Find( "#DHL_ROUNDPLAY_WINNER" ), 1, wszTeamName );
				bSuccess = true;
			}
		}
		else
		{
			//Val indicates winning player's index
			C_BasePlayer *pPlayer = UTIL_PlayerByIndex( val );
			if ( pPlayer )
			{
				wchar_t wszPlayerName[MAX_PLAYER_NAME_LENGTH];
				g_pVGuiLocalize->ConvertANSIToUnicode( pPlayer->GetPlayerName(), wszPlayerName, sizeof(wszPlayerName) );
				g_pVGuiLocalize->ConstructString( wszHudText, sizeof( wszHudText ), g_pVGuiLocalize->Find( "#DHL_LMS_WINNER" ), 1, wszPlayerName );
				bSuccess = true;
			}
		}
	}

	static ConVarRef restartDelay( "dhl_roundrestartdelay" );
	if ( bSuccess )
		flHudTextTime = gpGlobals->curtime + restartDelay.GetFloat();
}
开发者ID:dreckard,项目名称:dhl2,代码行数:41,代码来源:hud_roundtime.cpp

示例15: FindChildByName

//=============================================================================
void LoadingProgress::SetupPoster( void )
{
	int i;
	
	bool bNamesVisible = false;
	vgui::ImagePanel *pPoster = dynamic_cast< vgui::ImagePanel* >( FindChildByName( "Poster" ) );
	if ( pPoster )
	{ 
#if !defined( _X360 )
		int screenWide, screenTall;
		surface()->GetScreenSize( screenWide, screenTall );
		float aspectRatio = (float)screenWide/(float)screenTall;
		bool bIsWidescreen = aspectRatio >= 1.5999f;
#else
		static ConVarRef mat_xbox_iswidescreen( "mat_xbox_iswidescreen" );
		bool bIsWidescreen = mat_xbox_iswidescreen.GetBool();
#endif
/*		const char *pszPosterImage;
		int nChosenLoadingImage = RandomInt( 1, 4 );
		switch( nChosenLoadingImage )
		{
			case 1: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX01_wide" : "swarm/loading/BGFX01"; break;
			case 2: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX02_wide" : "swarm/loading/BGFX02"; break;
			case 3: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX03_wide" : "swarm/loading/BGFX03"; break;
			case 4:
			default: pszPosterImage = ( m_bFullscreenPoster && bIsWidescreen ) ? "swarm/loading/BGFX04_wide" : "swarm/loading/BGFX04"; break;
		}*/
		char pszPosterImage[MAX_PATH];
		V_snprintf( pszPosterImage, sizeof( pszPosterImage ), ( m_bFullscreenPoster && bIsWidescreen ) ?
			"../console/%s_widescreen" : "../console/%s", m_pChapterInfo->GetString( "map" ) );

		// if the image was cached this will just hook it up, otherwise it will load it
		pPoster->SetImage( pszPosterImage );
		if ( pPoster->GetImage() )
		{
			bNamesVisible = true;
		}
	}

	bool bIsLocalized = false;
#ifdef _X360
	bIsLocalized = XBX_IsLocalized();
#else
	char uilanguage[ 64 ];
	engine->GetUILanguage( uilanguage, sizeof( uilanguage ) );
	if ( Q_stricmp( uilanguage, "english" ) )
	{
		bIsLocalized = true;
	}
#endif

	SetControlVisible( "LocalizedCampaignName", false );
	SetControlVisible( "LocalizedCampaignTagline", false );

	wchar_t szPlayerNames[MAX_PATH];
	Q_memset( szPlayerNames, 0, sizeof( szPlayerNames ) );

	int nNumNames = 0;
	for ( i=0;i<NUM_LOADING_CHARACTERS;i++ )
	{
		if ( !m_PlayerNames[i] || !m_PlayerNames[i][0] )
		{
			continue;
		}

		if ( nNumNames != 0 )
		{
			wcsncat( szPlayerNames, L", ", sizeof( szPlayerNames ) );
		}
		wchar_t szName[64];

		if ( m_PlayerNames[i] && m_PlayerNames[i][0] == '#' )
		{
			wchar_t *pName = g_pVGuiLocalize->Find( m_PlayerNames[i] );

			if ( pName == NULL )
			{
				g_pVGuiLocalize->ConvertANSIToUnicode( m_PlayerNames[i], szName, sizeof( szPlayerNames ) );
			}
			else
			{
				Q_wcsncpy( szName, pName, sizeof( szName ) );
			}
			nNumNames++;
		}
		else
		{
			g_pVGuiLocalize->ConvertANSIToUnicode( m_PlayerNames[i], szName, sizeof( szPlayerNames ) );
			nNumNames++;
		}

		wcsncat( szPlayerNames, szName, sizeof( szPlayerNames ) );
	}

	if ( nNumNames != 0 )
	{
		wcsncat( szPlayerNames, L".", sizeof( szPlayerNames ) );
	}

//.........这里部分代码省略.........
开发者ID:Nightgunner5,项目名称:Jastian-Summer,代码行数:101,代码来源:vloadingprogress.cpp


注:本文中的ConVarRef类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。