本文整理汇总了C++中ConVarRef::GetInt方法的典型用法代码示例。如果您正苦于以下问题:C++ ConVarRef::GetInt方法的具体用法?C++ ConVarRef::GetInt怎么用?C++ ConVarRef::GetInt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ConVarRef
的用法示例。
在下文中一共展示了ConVarRef::GetInt方法的5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: LayoffFrame
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
}
示例2: DoClick
//-----------------------------------------------------------------------------
// 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);
}
}
示例3: ApplySchemeSettings
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;
}
}
示例4: OnCompletedAsyncDeviceAttached
//=============================================================================
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" );
}
}
}
示例5: Render
//-----------------------------------------------------------------------------
// Purpose: Render current view into specified rectangle
// Input : *rect - is computed by CVideoMode_Common::GetClientViewRect()
//-----------------------------------------------------------------------------
void CViewRender::Render( vrect_t *rect )
{
Assert(s_DbgSetupOrigin == m_View.origin);
Assert(s_DbgSetupAngles == m_View.angles);
VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
vrect_t vr = *rect;
// Stub out the material system if necessary.
CMatStubHandler matStub;
engine->EngineStats_BeginFrame();
// Assume normal vis
m_bForceNoVis = false;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
// Set for console commands, etc.
render->SetMainView ( m_View.origin, m_View.angles );
for( StereoEye_t eEye = GetFirstEye(); eEye <= GetLastEye(); eEye = (StereoEye_t)(eEye+1) )
{
CViewSetup &view = GetView( eEye );
#if 0 && defined( CSTRIKE_DLL )
const bool bPlayingBackReplay = g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo();
if ( pPlayer && !bPlayingBackReplay )
{
C_BasePlayer *pViewTarget = pPlayer;
if ( pPlayer->IsObserver() && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
{
pViewTarget = dynamic_cast<C_BasePlayer*>( pPlayer->GetObserverTarget() );
}
if ( pViewTarget )
{
float targetFOV = (float)pViewTarget->m_iFOV;
if ( targetFOV == 0 )
{
// FOV of 0 means use the default FOV
targetFOV = g_pGameRules->DefaultFOV();
}
float deltaFOV = view.fov - m_flLastFOV;
float FOVDirection = targetFOV - pViewTarget->m_iFOVStart;
// Clamp FOV changes to stop FOV oscillation
if ( ( deltaFOV < 0.0f && FOVDirection > 0.0f ) ||
( deltaFOV > 0.0f && FOVDirection < 0.0f ) )
{
view.fov = m_flLastFOV;
}
// Catch case where FOV overshoots its target FOV
if ( ( view.fov < targetFOV && FOVDirection <= 0.0f ) ||
( view.fov > targetFOV && FOVDirection >= 0.0f ) )
{
view.fov = targetFOV;
}
m_flLastFOV = view.fov;
}
}
#endif
static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
float limitedAspectRatio = aspectRatio;
if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
sv_restrict_aspect_ratio_fov.GetInt() == 2 )
{
limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
}
view.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio );
view.fovViewmodel = ScaleFOVByWidthRatio( view.fovViewmodel, aspectRatio );
// Let the client mode hook stuff.
g_pClientMode->PreRender(&view);
g_pClientMode->AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height );
ToolFramework_AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height );
float flViewportScale = mat_viewportscale.GetFloat();
view.m_nUnscaledX = vr.x;
view.m_nUnscaledY = vr.y;
view.m_nUnscaledWidth = vr.width;
view.m_nUnscaledHeight = vr.height;
//.........这里部分代码省略.........