本文整理汇总了C++中Console::IsVisible方法的典型用法代码示例。如果您正苦于以下问题:C++ Console::IsVisible方法的具体用法?C++ Console::IsVisible怎么用?C++ Console::IsVisible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::IsVisible方法的8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: ToggleGameMode
void GameManager::ToggleGameMode(gameMode mode)
{
/*if (mode == MODE_DUEL && mGameMode != MODE_DUEL)
EnableDuelMode();
else if (mGameMode == MODE_DUEL && mode != MODE_DUEL) //if we're switching FROM duel
DisableDuelMode();
*/
mGameMode = mode;
Console* c = GetChat();
if (c)
{
if (mode == MODE_ACTION)
{
c->mInput->mReadOnly = true;
c->mInput->SetText("Hit TAB to toggle chat mode"); //, or ENTER for quick chat");
}
else if (c->IsVisible()) //has to be visible for chat mode
{
c->mInput->mReadOnly = false;
c->mInput->Clear();
}
}
// Reset our speed
if (mPlayer->GetSpeed() == SPEED_RUN)
mPlayer->SetSpeed(SPEED_WALK);
// Send an event
MessageData md("GAME_MODE");
md.WriteInt("mode", mode);
messenger.Dispatch(md);
}
示例2: ToggleConsole
void UI::ToggleConsole()
{
Console* console = GetSubsystem<Console>();
if (!console)
return;
console->Toggle();
consoleVisible_ = console->IsVisible();
}
示例3: ShowConsole
void UI::ShowConsole(bool value)
{
Console* console = GetSubsystem<Console>();
if (!console)
return;
console->SetVisible(value);
consoleVisible_ = console->IsVisible();
}
示例4: HandleKeyDown
void TowerApp::HandleKeyDown(StringHash, VariantMap &eventData) {
using namespace KeyDown;
int key = eventData[P_KEY].GetInt();
// Close console (if open) or exit when ESC is pressed
if (key == KEY_ESC) {
Console *console = GetSubsystem<Console>();
if (console->IsVisible())
console->SetVisible(false);
else
engine_->Exit();
return;
}
if (key == '`') {
GetSubsystem<Console>()->Toggle();
return;
}
// Toggle debug HUD with F2
if (key == KEY_F2) {
DebugHud *debugHud = GetSubsystem<DebugHud>();
if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL_MEMORY)
debugHud->SetMode(DEBUGHUD_SHOW_ALL);
else
debugHud->SetMode(DEBUGHUD_SHOW_NONE);
return;
}
if (key == KEY_F3) {
DebugHud *debugHud = GetSubsystem<DebugHud>();
if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL)
debugHud->SetMode(DEBUGHUD_SHOW_ALL_MEMORY);
else
debugHud->SetMode(DEBUGHUD_SHOW_NONE);
return;
}
if (key == KEY_F4) {
drawDebugGeometry = !drawDebugGeometry;
return;
}
}
示例5: HandleKeyDown
void UrhoQuickStart::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
using namespace KeyDown;
int key = eventData[P_KEY].GetInt();
if (key == KEY_ESC)
{
Console* console = GetSubsystem<Console>();
if (console->IsVisible())
console->SetVisible(false);
else
engine_->Exit();
}
else if (key == KEY_F1)
{
Console* console = GetSubsystem<Console>();
console->Toggle();
}
if (key == KEY_F2) drawDebug_ = !drawDebug_;
if (key == KEY_E)
{
Vector3 hitPos;
Drawable* hitDrawable;
NavigationMesh* navMesh = scene_->GetComponent<NavigationMesh>();
if (Raycast(250.0f, hitPos, hitDrawable))
{
Vector3 pathPos = navMesh->FindNearestPoint(hitPos, Vector3(2.0f, 2.0f, 2.0f));
botScript_->AddPath(botNode_->GetWorldPosition(), pathPos);
}
}
}
示例6: HandleKeyDown
//------------------------------------------------------------------------------------------------------------------------------------------------------
void BaseApplication::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
using namespace Urho3D::KeyDown;
int key = eventData[P_KEY].GetInt();
// Close console (if open) or exit when ESC is pressed
if (key == Urho3D::KEY_ESC)
{
Console* console = GetSubsystem<Console>();
if (console->IsVisible())
console->SetVisible(false);
else
engine_->Exit();
}
// Toggle console with F1
else if (key == Urho3D::KEY_F1)
GetSubsystem<Console>()->Toggle();
// Toggle debug HUD with F2
else if (key == Urho3D::KEY_F2)
{
DebugHud* debugHud = GetSubsystem<DebugHud>();
if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL_MEMORY)
debugHud->SetMode(DEBUGHUD_SHOW_ALL);
else
debugHud->SetMode(DEBUGHUD_SHOW_NONE);
}
else if (key == KEY_F3)
{
DebugHud* debugHud = GetSubsystem<DebugHud>();
if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL)
debugHud->SetMode(DEBUGHUD_SHOW_ALL_MEMORY);
else
debugHud->SetMode(DEBUGHUD_SHOW_NONE);
}
// Common rendering quality controls, only when UI has no focused element
else if (!GetSubsystem<UI>()->GetFocusElement())
{
Renderer* renderer = GetSubsystem<Renderer>();
// Preferences / Pause
if (key == KEY_SELECT && touchEnabled_)
{
paused_ = !paused_;
Input* input = GetSubsystem<Input>();
if (screenJoystickSettingsIndex_ == M_MAX_UNSIGNED)
{
// Lazy initialization
ResourceCache* cache = GetSubsystem<ResourceCache>();
screenJoystickSettingsIndex_ = input->AddScreenJoystick(cache->GetResource<XMLFile>("UI/ScreenJoystickSettings_Samples.xml"), cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
}
else
input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, paused_);
}
// Texture quality
else if (key == '1')
{
int quality = renderer->GetTextureQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetTextureQuality(quality);
}
// Material quality
else if (key == '2')
{
int quality = renderer->GetMaterialQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetMaterialQuality(quality);
}
// Specular lighting
else if (key == '3')
renderer->SetSpecularLighting(!renderer->GetSpecularLighting());
// Shadow rendering
else if (key == '4')
renderer->SetDrawShadows(!renderer->GetDrawShadows());
// Shadow map resolution
else if (key == '5')
{
int shadowMapSize = renderer->GetShadowMapSize();
shadowMapSize *= 2;
if (shadowMapSize > 2048)
shadowMapSize = 512;
renderer->SetShadowMapSize(shadowMapSize);
}
// Shadow depth and filtering quality
else if (key == '6')
//.........这里部分代码省略.........
示例7: HandleKeyDown
void Sample::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
using namespace KeyDown;
int key = eventData[P_KEY].GetInt();
// Close console (if open) or exit when ESC is pressed
if (key == KEY_ESC)
{
Console* console = GetSubsystem<Console>();
if (console->IsVisible())
console->SetVisible(false);
else
GetSubsystem<Engine>()->Exit();
}
// Toggle console with F1
else if (key == KEY_F1)
GetSubsystem<Console>()->Toggle();
// Toggle debug HUD with F2
else if (key == KEY_F2)
GetSubsystem<DebugHud>()->ToggleAll();
// Take screenshot
else if (key == '9')
{
Graphics* graphics = GetSubsystem<Graphics>();
Image screenshot(context_);
graphics->TakeScreenShot(screenshot);
// Here we save in the Data folder with date and time appended
screenshot.SavePNG(GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Screenshot_" +
Time::GetTimeStamp().Replaced(':', '_').Replaced('.', '_').Replaced(' ', '_') + ".png");
}
// Common rendering quality controls, only when UI has no focused element
else if (!GetSubsystem<UI>()->GetFocusElement())
{
Renderer* renderer = GetSubsystem<Renderer>();
// Texture quality
if (key == '1')
{
int quality = renderer->GetTextureQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetTextureQuality(quality);
}
// Material quality
else if (key == '2')
{
int quality = renderer->GetMaterialQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetMaterialQuality(quality);
}
// Specular lighting
else if (key == '3')
renderer->SetSpecularLighting(!renderer->GetSpecularLighting());
// Shadow rendering
else if (key == '4')
renderer->SetDrawShadows(!renderer->GetDrawShadows());
// Shadow map resolution
else if (key == '5')
{
int shadowMapSize = renderer->GetShadowMapSize();
shadowMapSize *= 2;
if (shadowMapSize > 2048)
shadowMapSize = 512;
renderer->SetShadowMapSize(shadowMapSize);
}
// Shadow depth and filtering quality
else if (key == '6')
{
int quality = renderer->GetShadowQuality();
++quality;
if (quality > SHADOWQUALITY_HIGH_24BIT)
quality = SHADOWQUALITY_LOW_16BIT;
renderer->SetShadowQuality(quality);
}
// Occlusion culling
else if (key == '7')
{
bool occlusion = renderer->GetMaxOccluderTriangles() > 0;
occlusion = !occlusion;
renderer->SetMaxOccluderTriangles(occlusion ? 5000 : 0);
}
// Instancing
else if (key == '8')
renderer->SetDynamicInstancing(!renderer->GetDynamicInstancing());
}
//.........这里部分代码省略.........
示例8: HandleKeyDown
void GameApplication::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
using namespace KeyDown;
int key = eventData[P_KEY].GetInt();
list<CHANGE_ORDER> changes;
//显示与内存中上下相反
if (key == 'W')
{
gameData_.OnDown(changes);
UpdateShow();
}
if (key == 'S')
{
gameData_.OnUp(changes);
UpdateShow();
}
if (key == 'A')
{
gameData_.OnLeft(changes);
UpdateShow();
}
if (key == 'D')
{
gameData_.OnRight(changes);
UpdateShow();
}
// Close console (if open) or exit when ESC is pressed
if (key == KEY_ESC)
{
Console* console = GetSubsystem<Console>();
if (!console->IsVisible())
engine_->Exit();
else
console->SetVisible(false);
}
// Toggle console with F1
else if (key == KEY_F1)
GetSubsystem<Console>()->Toggle();
// Toggle debug HUD with F2
else if (key == KEY_F2)
GetSubsystem<DebugHud>()->ToggleAll();
// Common rendering quality controls, only when UI has no focused element
else if (!GetSubsystem<UI>()->GetFocusElement())
{
Renderer* renderer = GetSubsystem<Renderer>();
// Texture quality
if (key == '1')
{
int quality = renderer->GetTextureQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetTextureQuality(quality);
}
// Material quality
else if (key == '2')
{
int quality = renderer->GetMaterialQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetMaterialQuality(quality);
}
// Specular lighting
else if (key == '3')
renderer->SetSpecularLighting(!renderer->GetSpecularLighting());
// Shadow rendering
else if (key == '4')
renderer->SetDrawShadows(!renderer->GetDrawShadows());
// Shadow map resolution
else if (key == '5')
{
int shadowMapSize = renderer->GetShadowMapSize();
shadowMapSize *= 2;
if (shadowMapSize > 2048)
shadowMapSize = 512;
renderer->SetShadowMapSize(shadowMapSize);
}
// Shadow depth and filtering quality
else if (key == '6')
{
int quality = renderer->GetShadowQuality();
++quality;
if (quality > SHADOWQUALITY_HIGH_24BIT)
quality = SHADOWQUALITY_LOW_16BIT;
renderer->SetShadowQuality(quality);
}
// Occlusion culling
//.........这里部分代码省略.........