本文整理汇总了C++中Console::GetCloseButton方法的典型用法代码示例。如果您正苦于以下问题:C++ Console::GetCloseButton方法的具体用法?C++ Console::GetCloseButton怎么用?C++ Console::GetCloseButton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Console
的用法示例。
在下文中一共展示了Console::GetCloseButton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: InitializeConsole
/// Initialize the main console
void GameEconomicGameClient::InitializeConsole(void)
{
/// Get component
GameStateHandlerComponent * gamestatehandlercomponent_ = GetSubsystem<GameStateHandlerComponent>();
/// create basic console
Console* console = GetSubsystem<Console>();
console->SetNumRows(2);
console->SetNumBufferedRows(32);
console->SetCommandInterpreter(GetTypeName());
console->SetVisible(false);
console->GetCloseButton()->SetVisible(false);
gamestatehandlercomponent_ ->SetConsoleState(UI_CONSOLEOFF);
}
示例2: Start
void ConsoleInput::Start()
{
// Execute base class startup
Sample::Start();
// Subscribe to console commands and the frame update
SubscribeToEvent(E_CONSOLECOMMAND, URHO3D_HANDLER(ConsoleInput, HandleConsoleCommand));
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(ConsoleInput, HandleUpdate));
// Subscribe key down event
SubscribeToEvent(E_KEYDOWN, URHO3D_HANDLER(ConsoleInput, HandleEscKeyDown));
// Hide logo to make room for the console
SetLogoVisible(false);
// Show the console by default, make it large. Console will show the text edit field when there is at least one
// subscriber for the console command event
Console* console = GetSubsystem<Console>();
console->SetNumRows(GetSubsystem<Graphics>()->GetHeight() / 16);
console->SetNumBufferedRows(2 * console->GetNumRows());
console->SetCommandInterpreter(GetTypeName());
console->SetVisible(true);
console->GetCloseButton()->SetVisible(false);
// Show OS mouse cursor
GetSubsystem<Input>()->SetMouseVisible(true);
// Open the operating system console window (for stdin / stdout) if not open yet
OpenConsoleWindow();
// Initialize game and print the welcome message
StartGame();
// Randomize from system clock
SetRandomSeed(Time::GetSystemTime());
}
示例3: Start
void DatabaseDemo::Start()
{
// Execute base class startup
Sample::Start();
// Subscribe to console commands and the frame update
SubscribeToEvent(E_CONSOLECOMMAND, URHO3D_HANDLER(DatabaseDemo, HandleConsoleCommand));
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(DatabaseDemo, HandleUpdate));
// Subscribe key down event
SubscribeToEvent(E_KEYDOWN, URHO3D_HANDLER(DatabaseDemo, HandleEscKeyDown));
// Hide logo to make room for the console
SetLogoVisible(false);
// Show the console by default, make it large. Console will show the text edit field when there is at least one
// subscriber for the console command event
Console* console = GetSubsystem<Console>();
console->SetNumRows((unsigned)(GetSubsystem<Graphics>()->GetHeight() / 16));
console->SetNumBufferedRows(2 * console->GetNumRows());
console->SetCommandInterpreter(GetTypeName());
console->SetVisible(true);
console->GetCloseButton()->SetVisible(false);
// Show OS mouse cursor
GetSubsystem<Input>()->SetMouseVisible(true);
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_FREE);
// Open the operating system console window (for stdin / stdout) if not open yet
OpenConsoleWindow();
// In general, the connection string is really the only thing that need to be changed when switching underlying database API
// and that when using ODBC API then the connection string must refer to an already installed ODBC driver
// Although it has not been tested yet but the ODBC API should be able to interface with any vendor provided ODBC drivers
// In this particular demo, however, when using ODBC API then the SQLite-ODBC driver need to be installed
// The SQLite-ODBC driver can be built from source downloaded from http://www.ch-werner.de/sqliteodbc/
// You can try to install other ODBC driver and modify the connection string below to match your ODBC driver
// Both DSN and DSN-less connection string should work
// The ODBC API, i.e. URHO3D_DATABASE_ODBC build option, is only available for native (including RPI) platforms
// and it is designed for development of game server connecting to ODBC-compliant databases in mind
// This demo will always work when using SQLite API as the SQLite database engine is embedded inside Urho3D game engine
// and this is also the case when targeting Web platform
// We could have used #ifdef to init the connection string during compile time, but below shows how it is done during runtime
// The "URHO3D_DATABASE_ODBC" compiler define is set when URHO3D_DATABASE_ODBC build option is enabled
// Connect to a temporary in-memory SQLite database
connection_ =
GetSubsystem<Database>()->Connect(Database::GetAPI() == DBAPI_ODBC ? "Driver=SQLite3;Database=:memory:" : "file://");
// Subscribe to database cursor event to loop through query resultset
SubscribeToEvent(E_DBCURSOR, URHO3D_HANDLER(DatabaseDemo, HandleDbCursor));
// Show instruction
Print("This demo connects to temporary in-memory database.\n"
"All the tables and their data will be lost after exiting the demo.\n"
"Enter a valid SQL statement in the console input and press Enter to execute.\n"
"Enter 'get/set maxrows [number]' to get/set the maximum rows to be printed out.\n"
"Enter 'get/set connstr [string]' to get/set the database connection string and establish a new connection to it.\n"
"Enter 'quit' or 'exit' to exit the demo.\n"
"For example:\n ");
HandleInput("create table tbl1(col1 varchar(10), col2 smallint)");
HandleInput("insert into tbl1 values('Hello', 10)");
HandleInput("insert into tbl1 values('World', 20)");
HandleInput("select * from tbl1");
}