本文整理汇总了C++中Console::SetVisible方法的典型用法代码示例。如果您正苦于以下问题:C++ Console::SetVisible方法的具体用法?C++ Console::SetVisible怎么用?C++ Console::SetVisible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::SetVisible方法的9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: ShowConsole
void UI::ShowConsole(bool value)
{
Console* console = GetSubsystem<Console>();
if (!console)
return;
console->SetVisible(value);
consoleVisible_ = console->IsVisible();
}
示例2: 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3: 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4: 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5: 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: 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");
}
示例8: 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9: 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.........