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C++ FlyoutMenu类代码示例

本文整理汇总了C++中FlyoutMenu的典型用法代码示例。如果您正苦于以下问题:C++ FlyoutMenu类的具体用法?C++ FlyoutMenu怎么用?C++ FlyoutMenu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FlyoutMenu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: UpdateFooterHelpText

void BaseModHybridButton::NavigateTo( )
{
	BaseClass::NavigateTo( );

	UpdateFooterHelpText();

	FlyoutMenu* parentMenu = dynamic_cast< FlyoutMenu* >( GetParent() );
	if( parentMenu )
	{
		parentMenu->NotifyChildFocus( this );
	}

	if (GetVParent())
	{
		KeyValues *msg = new KeyValues("OnHybridButtonNavigatedTo");
		msg->SetInt("button", ToHandle() );

		ivgui()->PostMessage(GetVParent(), msg, GetVPanel());
	}

	m_isNavigateTo = true;
	if ( IsPC() )
	{
		RequestFocus( 0 );
	}
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:26,代码来源:vhybridbutton.cpp

示例2: OnSiblingHybridButtonOpened

void BaseModHybridButton::OnSiblingHybridButtonOpened()
{
	if ( !IsPC() )
		return;

	bool bClosed = false;

	FlyoutMenu *pActiveFlyout = FlyoutMenu::GetActiveMenu();

	if ( pActiveFlyout )
	{
		BaseModHybridButton *button = dynamic_cast< BaseModHybridButton* >( pActiveFlyout->GetNavFrom() );
		if ( button && button == this )
		{
			// We need to close the flyout attached to this button
			FlyoutMenu::CloseActiveMenu();
			bClosed = true;
		}
	}

	if ( !bClosed )
	{
		SetClosed();
	}

	m_isNavigateTo = false;
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:27,代码来源:vhybridbutton.cpp

示例3: GetCurrentFlyout

void DropDownMenu::CloseDropDown()
{
	FlyoutMenu* flyout = GetCurrentFlyout();
	if ( flyout && flyout->IsVisible() )
	{
		flyout->CloseMenu( m_pButton );
	}
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:8,代码来源:vdropdownmenu.cpp

示例4: FindChildByName

//=============================================================================
void MainMenu::OnThink()
{
	// need to change state of flyout if user suddenly disconnects
	// while flyout is open
	BaseModUI::FlyoutMenu *flyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmCampaignFlyout" ) );
	if ( flyout )
	{
		BaseModHybridButton *pButton = dynamic_cast< BaseModHybridButton* >( flyout->FindChildButtonByCommand( "QuickMatchCoOp" ) );
		if ( pButton )
		{
			if ( !CUIGameData::Get()->SignedInToLive() )
			{
				pButton->SetText( "#L4D360UI_QuickStart" );
				if ( m_iQuickJoinHelpText != MMQJHT_QUICKSTART )
				{
					pButton->SetHelpText( "#L4D360UI_QuickMatch_Offline_Tip" );
					m_iQuickJoinHelpText = MMQJHT_QUICKSTART;
				}
			}
			else
			{
				pButton->SetText( "#L4D360UI_QuickMatch" );
				if ( m_iQuickJoinHelpText != MMQJHT_QUICKMATCH )
				{
					pButton->SetHelpText( "#L4D360UI_QuickMatch_Tip" );
					m_iQuickJoinHelpText = MMQJHT_QUICKMATCH;
				}
			}
		}
	}

	if ( IsPC() )
	{
		FlyoutMenu *pFlyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmOptionsFlyout" ) );
		if ( pFlyout )
		{
			const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
			pFlyout->SetControlEnabled( "BtnBrightness", !config.Windowed() );
		}
	}

	BaseClass::OnThink();
}
开发者ID:NyouB,项目名称:Bloodlines-Resurgence,代码行数:44,代码来源:vmainmenu.cpp

示例5: cl_cloud_settings

//=============================================================================
void Cloud::Activate()
{
	BaseClass::Activate();

	if ( m_drpCloud )
	{
		CGameUIConVarRef cl_cloud_settings( "cl_cloud_settings" );

		int iCloudSettings = cl_cloud_settings.GetInt();

		if ( iCloudSettings == -1 || iCloudSettings != 0 )
		{
			m_bCloudEnabled = true;
			m_drpCloud->SetCurrentSelection( "SteamCloudEnabled" );
		}
		else
		{
			m_bCloudEnabled = false;
			m_drpCloud->SetCurrentSelection( "SteamCloudDisabled" );
		}

		FlyoutMenu *pFlyout = m_drpCloud->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	UpdateFooter();

	if ( m_drpCloud )
	{
		if ( m_ActiveControl )
		{
			m_ActiveControl->NavigateFrom( );
		}

		m_drpCloud->NavigateTo();
		m_ActiveControl = m_drpCloud;
	}
}
开发者ID:Cre3per,项目名称:hl2sdk-csgo,代码行数:42,代码来源:vcloud.cpp

示例6: Msg

//=============================================================================
void MainMenu::ApplySchemeSettings( IScheme *pScheme )
{
	BaseClass::ApplySchemeSettings( pScheme );

	const char *pSettings = "Resource/UI/BaseModUI/MainMenu.res";

#if !defined( _X360 )
	if ( !g_pMatchFramework->GetMatchSystem() )
	{
		Msg( "BAD!\n" );
	}
	if ( !g_pMatchFramework->GetMatchSystem()->GetPlayerManager() )
	{
		Msg( "BAD PLAYER MANAGER!\n" );
	}
	if ( !g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( 0 ) )
	{
		pSettings = "Resource/UI/BaseModUI/MainMenuStub.res";
	}
#endif

	LoadControlSettings( pSettings );

	BaseModHybridButton *button = dynamic_cast< BaseModHybridButton* >( FindChildByName( "BtnPlaySolo" ) );
	if ( button )
	{
#ifdef _X360
		button->SetText( ( XBX_GetNumGameUsers() > 1 ) ? ( "#L4D360UI_MainMenu_PlaySplitscreen" ) : ( "#L4D360UI_MainMenu_PlaySolo" ) );
		button->SetHelpText( ( XBX_GetNumGameUsers() > 1 ) ? ( "#L4D360UI_MainMenu_OfflineCoOp_Tip" ) : ( "#L4D360UI_MainMenu_PlaySolo_Tip" ) );
#endif
	}

#ifdef _X360
	if ( !XBX_GetPrimaryUserIsGuest() )
	{
		wchar_t wszListText[ 128 ];
		wchar_t wszPlayerName[ 128 ];

		IPlayer *player1 = NULL;
		if ( XBX_GetNumGameUsers() > 0 )
		{
			player1 = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( XBX_GetUserId( 0 ) );
		}

		IPlayer *player2 = NULL;
		if ( XBX_GetNumGameUsers() > 1 )
		{
			player2 = g_pMatchFramework->GetMatchSystem()->GetPlayerManager()->GetLocalPlayer( XBX_GetUserId( 1 ) );
		}

		if ( player1 )
		{
			Label *pLblPlayer1GamerTag = dynamic_cast< Label* >( FindChildByName( "LblPlayer1GamerTag" ) );
			if ( pLblPlayer1GamerTag )
			{
				g_pVGuiLocalize->ConvertANSIToUnicode( player1->GetName(), wszPlayerName, sizeof( wszPlayerName ) );
				g_pVGuiLocalize->ConstructString( wszListText, sizeof( wszListText ), g_pVGuiLocalize->Find( "#L4D360UI_MainMenu_LocalProfilePlayer1" ), 1, wszPlayerName );

				pLblPlayer1GamerTag->SetVisible( true );
				pLblPlayer1GamerTag->SetText( wszListText );
			}
		}

		if ( player2 )
		{
			Label *pLblPlayer2GamerTag = dynamic_cast< Label* >( FindChildByName( "LblPlayer2GamerTag" ) );
			if ( pLblPlayer2GamerTag )
			{
				g_pVGuiLocalize->ConvertANSIToUnicode( player2->GetName(), wszPlayerName, sizeof( wszPlayerName ) );
				g_pVGuiLocalize->ConstructString( wszListText, sizeof( wszListText ), g_pVGuiLocalize->Find( "#L4D360UI_MainMenu_LocalProfilePlayer2" ), 1, wszPlayerName );

				pLblPlayer2GamerTag->SetVisible( true );
				pLblPlayer2GamerTag->SetText( wszListText );

				// in split screen, have player2 gamer tag instead of enable, and disable
				SetControlVisible( "LblPlayer2DisableIcon", true );
				SetControlVisible( "LblPlayer2Disable", true );
				SetControlVisible( "LblPlayer2Enable", false );
			}
		}
		else
		{
			SetControlVisible( "LblPlayer2DisableIcon", false );
			SetControlVisible( "LblPlayer2Disable", false );

			// not in split screen, no player2 gamertag, instead have enable
			SetControlVisible( "LblPlayer2GamerTag", false );
			SetControlVisible( "LblPlayer2Enable", true );
		}
	}
#endif

	if ( IsPC() )
	{
		FlyoutMenu *pFlyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmOptionsFlyout" ) );
		if ( pFlyout )
		{
			bool bUsesCloud = false;

//.........这里部分代码省略.........
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:101,代码来源:vmainmenu.cpp

示例7: mat_xbox_ishidef

//=============================================================================
void AudioVideo::Activate()
{
	BaseClass::Activate();

#ifdef _X360
	CGameUIConVarRef mat_xbox_ishidef( "mat_xbox_ishidef" );
	CGameUIConVarRef mat_xbox_iswidescreen( "mat_xbox_iswidescreen" );
#endif

	if ( m_sldBrightness )
	{
		m_sldBrightness->Reset();
		m_sldBrightness->NavigateTo();
	}

	if ( m_drpColorMode )
	{
		CGameUIConVarRef mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled" );

		if ( mat_monitorgamma_tv_enabled.GetBool() )
		{
			m_drpColorMode->SetCurrentSelection( "#L4D360UI_ColorMode_Television" );
		}
		else
		{
			m_drpColorMode->SetCurrentSelection( "#L4D360UI_ColorMode_LCD" );
		}

		FlyoutMenu *pFlyout = m_drpColorMode->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_sldFilmGrain )
	{
		m_sldFilmGrain->Reset();

#ifdef _X360
		if ( !mat_xbox_ishidef.GetBool() )
		{
			m_sldFilmGrain->SetEnabled( false );
		}
#endif
	}

	if ( m_drpSplitScreenDirection )
	{
		bool bWidescreen = false;
#ifdef _X360
		bWidescreen = mat_xbox_iswidescreen.GetBool();
#endif

		if ( !bWidescreen )
		{
			m_drpSplitScreenDirection->SetEnabled( false );
			m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Horizontal" );
		}
		else
		{
			CGameUIConVarRef ss_splitmode( "ss_splitmode" );
			int iSplitMode = ss_splitmode.GetInt();

			switch ( iSplitMode )
			{
			case 1:
				m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Horizontal" );
				break;
			case 2:
				m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Vertical" );
				break;
			default:
				m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Default" );
			}
		}

		FlyoutMenu *pFlyout = m_drpSplitScreenDirection->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_sldGameVolume )
	{
		m_sldGameVolume->Reset();
	}

	if ( m_sldMusicVolume )
	{
		m_sldMusicVolume->Reset();
	}

	if ( m_drpCaptioning )
	{
		CGameUIConVarRef closecaption("closecaption");
		CGameUIConVarRef cc_subtitles("cc_subtitles");

//.........这里部分代码省略.........
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:101,代码来源:vaudiovideo.cpp

示例8: SetPaintBackgroundEnabled

//=============================================================================
void InGameChapterSelect::ApplySchemeSettings(vgui::IScheme *pScheme)
{
	BaseClass::ApplySchemeSettings(pScheme);

	SetPaintBackgroundEnabled( true );

	// Determine current game settings
	KeyValues *pGameSettings = g_pMatchFramework->GetMatchNetworkMsgController()->GetActiveServerGameDetails( NULL );
	KeyValues::AutoDelete autodelete_pGameSettings( pGameSettings );

	char const *szGameMode = pGameSettings->GetString( "game/mode", "campaign" );

	if ( !GameModeIsSingleChapter( szGameMode ) )
		pGameSettings->SetInt( "game/chapter", 1 );

	// Get mission and campaign info
	KeyValues *pInfoMission = NULL;
	KeyValues *pInfoChapter = g_pMatchExtSwarm->GetMapInfo( pGameSettings, &pInfoMission );

	// Check if this is a custom mission?
	if ( pInfoMission && !pInfoMission->GetBool( "builtin" ) )
		pInfoChapter = pInfoMission = NULL;	// trigger to use another builtin mission

	if ( !pInfoMission || !pInfoChapter )
	{
		KeyValues *pAllMissions = g_pMatchExtSwarm->GetAllMissions();
		for ( pInfoMission = pAllMissions ? pAllMissions->GetFirstTrueSubKey() : NULL;
			  pInfoMission; pInfoMission = pInfoMission->GetNextTrueSubKey() )
		{
			if ( !pInfoMission->GetBool( "builtin" ) )
				continue;

			pInfoChapter = pInfoMission->FindKey( CFmtStr( "modes/%s/1", szGameMode ) );
			if ( pInfoChapter )
				break;
		}
	}

	Assert( pInfoMission && pInfoChapter );

	// set the dropdowns
	DropDownMenu *pMissionDropDown = dynamic_cast< DropDownMenu* >( FindChildByName( "DrpMission" ) );
	DropDownMenu *pChapterDropDown = dynamic_cast< DropDownMenu* >( FindChildByName( "DrpChapter" ) );
	if( pMissionDropDown && pChapterDropDown ) //missions change what the available campaigns are, we should listen on that flyout as well
	{
		pMissionDropDown->SetFlyout( CFmtStr( "FlmMission%s", szGameMode ) );

		if ( pInfoMission && pInfoChapter )
		{
			pMissionDropDown->SetCurrentSelection( CFmtStr( "cmd_campaign_%s", pInfoMission->GetString( "name" ) ) );
			Q_strncpy( m_chCampaign, pInfoMission->GetString( "name" ), ARRAYSIZE( m_chCampaign ) );

			// Set this after setting the mission dropdown, as that will default the chapter to the first in the campaign
			pChapterDropDown->SetCurrentSelection( CFmtStr( "#L4D360UI_Chapter_%d", pInfoChapter->GetInt( "chapter" ) ) );
			m_nChapter = pInfoChapter->GetInt( "chapter" );
		}

		FlyoutMenu *flyout = pMissionDropDown->GetCurrentFlyout();
		if( flyout )
		{
			flyout->CloseMenu( NULL );
		}

		flyout = pChapterDropDown->GetCurrentFlyout();
		if( flyout )
		{
			flyout->CloseMenu( NULL );
		}

		if ( m_ActiveControl )
		{
			m_ActiveControl->NavigateFrom( );
		}
		pMissionDropDown->NavigateTo();
		m_ActiveControl = pMissionDropDown;

		// Chapters are directly selectable only in some game modes
		pChapterDropDown->SetEnabled( GameModeIsSingleChapter( szGameMode ) );
	}

	SetPaintBackgroundEnabled( true );
	SetupAsDialogStyle();
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:84,代码来源:vingamechapterselect.cpp

示例9: InitLogoList

void Multiplayer::InitLogoList()
{
	if ( !m_drpSpraypaint )
	{
		return;
	}

	FlyoutMenu *pFlyout = m_drpSpraypaint->GetCurrentFlyout();

	char szCurrentButton[ 32 ];
	Q_strncpy( szCurrentButton, MULTIPLAYER_SPRAYPAINT_COMMAND_PREFIX, sizeof( szCurrentButton ) );

	int iCommandNumberPosition = Q_strlen( szCurrentButton );
	szCurrentButton[ iCommandNumberPosition + 1 ] = '\0';

	// Find our logos
	int initialItem = 0;

	CGameUIConVarRef cl_logofile( "cl_logofile", true );
	if ( !cl_logofile.IsValid() )
		return;

	const char *logofile = cl_logofile.GetString();

	m_nNumSpraypaintLogos = 0;

	KeyValues *pSpraysManifest = new KeyValues( "sprays_manifest" );
	KeyValues::AutoDelete autoDelete( pSpraysManifest );

	pSpraysManifest->LoadFromFile( g_pFullFileSystem, "scripts/sprays_manifest.txt", NULL );

	KeyValues *pSprayKey = pSpraysManifest->GetFirstSubKey();

	while ( m_nNumSpraypaintLogos < MAX_SPRAYPAINT_LOGOS - 1 && pSprayKey )
	{
		char filename[ MAX_PATH ];
		Q_snprintf( filename, sizeof(filename), MULTIPLAYER_SPRAY_FOLDER "%s", pSprayKey->GetString() );

		if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
		{
			Q_SetExtension( filename, ".vmt", sizeof( filename ) );

			if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
			{
				Q_strncpy( filename, pSprayKey->GetString(), sizeof(filename) );

				Q_StripExtension( filename, m_nSpraypaint[ m_nNumSpraypaintLogos ].m_szFilename, sizeof(m_nSpraypaint[ m_nNumSpraypaintLogos ].m_szFilename) );
				m_nSpraypaint[ m_nNumSpraypaintLogos ].m_bCustom = false;

				szCurrentButton[ iCommandNumberPosition ] = m_nNumSpraypaintLogos + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, pSprayKey->GetName() );

				// check to see if this is the one we have set
				Q_snprintf( filename, sizeof(filename), MULTIPLAYER_SPRAY_FOLDER "%s", pSprayKey->GetString() );
				if (!Q_stricmp(filename, logofile))
				{
					initialItem = m_nNumSpraypaintLogos;
				}

				++m_nNumSpraypaintLogos;
			}
		}

		pSprayKey = pSprayKey->GetNextKey();
	}

	// Look for custom sprays
	char directory[ MAX_PATH ];
	Q_strncpy( directory, MULTIPLAYER_SPRAY_FOLDER MULTIPLAYER_CUSTOM_SPRAY_FOLDER "*.vtf", sizeof( directory ) );

	FileFindHandle_t fh;
	const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );

	if ( fn )
	{
		char filename[ MAX_PATH ];
		Q_snprintf( filename, sizeof(filename), MULTIPLAYER_SPRAY_FOLDER MULTIPLAYER_CUSTOM_SPRAY_FOLDER "%s", fn );
		Q_SetExtension( filename, ".vmt", sizeof( filename ) );

		if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
		{
			// Found at least one custom logo
			szCurrentButton[ iCommandNumberPosition ] = m_nNumSpraypaintLogos + '0';
			SetFlyoutButtonText( szCurrentButton, pFlyout, "#L4D360UI_Multiplayer_Cutsom_Logo" );
			m_nSpraypaint[ m_nNumSpraypaintLogos ].m_szFilename[ 0 ] = '\0';
			m_nSpraypaint[ m_nNumSpraypaintLogos ].m_bCustom = true;

			++m_nNumSpraypaintLogos;

			Q_strncpy( filename, logofile, sizeof(filename) );
			Q_StripFilename( filename );
			Q_strncat( filename, "/", sizeof(filename) );

			// If their current spray is one of the custom ones
			if ( Q_stricmp( filename, MULTIPLAYER_SPRAY_FOLDER MULTIPLAYER_CUSTOM_SPRAY_FOLDER ) == 0 )
			{
				// Check if the file exists
				if ( g_pFullFileSystem->FileExists( logofile, "GAME" ) )
				{
					// Check if it has a matching VMT
//.........这里部分代码省略.........
开发者ID:Randdalf,项目名称:bliink,代码行数:101,代码来源:vmultiplayer.cpp

示例10: surface

//=============================================================================
void MainMenu::ApplySchemeSettings( IScheme *pScheme )
{
	BaseClass::ApplySchemeSettings( pScheme );

	int screenWide, screenTall;
	surface()->GetScreenSize( screenWide, screenTall );
	float aspectRatio = (float)screenWide/(float)screenTall;
	bool bIsWidescreen = aspectRatio >= 1.5999f;

	DevMsg("Aspect Ratio: %f\n", aspectRatio);

	const char *pSettings = "Resource/UI/BaseModUI/MainMenu.res";

	if ( bIsWidescreen )
	{
		// use the widescreen version
		pSettings = "Resource/UI/BaseModUI/MainMenu_widescreen.res";
		Msg("Using widescreen scheme scheme file: %s\n", pSettings);
	}
	else
	{
		DevMsg("Using non-widescreen scheme file: %s\n", pSettings);
	}

	LoadControlSettings( pSettings );

/*	BaseModHybridButton *button = dynamic_cast< BaseModHybridButton* >( FindChildByName( "BtnPlaySolo" ) );
	if ( button )
	{

	}*/

	if ( IsPC() )
	{
		FlyoutMenu *pFlyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmOptionsFlyout" ) );
		if ( pFlyout )
		{
			bool bUsesCloud = false;

#ifdef IS_WINDOWS_PC
			ISteamRemoteStorage *pRemoteStorage = SteamClient()?(ISteamRemoteStorage *)SteamClient()->GetISteamGenericInterface(
				SteamAPI_GetHSteamUser(), SteamAPI_GetHSteamPipe(), STEAMREMOTESTORAGE_INTERFACE_VERSION ):NULL;
#else
			ISteamRemoteStorage *pRemoteStorage =  NULL; 
			AssertMsg( false, "This branch run on a PC build without IS_WINDOWS_PC defined." );
#endif

			int32 availableBytes, totalBytes = 0;
			if ( pRemoteStorage && pRemoteStorage->GetQuota( &totalBytes, &availableBytes ) )
			{
				if ( totalBytes > 0 )
				{
					bUsesCloud = true;
				}
			}

			pFlyout->SetControlEnabled( "BtnCloud", bUsesCloud );
		}
	}

	SetFooterState();

	if ( IsPC() )
	{
		vgui::Panel *firstPanel = FindChildByName( "BtnCoOp" );
		if ( firstPanel )
		{
			if ( m_ActiveControl )
			{
				m_ActiveControl->NavigateFrom( );
			}
			firstPanel->NavigateTo();
		}
	}
}
开发者ID:NyouB,项目名称:Bloodlines-Resurgence,代码行数:76,代码来源:vmainmenu.cpp

示例11: GetGameUIActiveSplitScreenPlayerSlot

void InGameMainMenu::OnThink()
{
	int iSlot = GetGameUIActiveSplitScreenPlayerSlot();

	GAMEUI_ACTIVE_SPLITSCREEN_PLAYER_GUARD( iSlot );

	{
		BaseModHybridButton *button = dynamic_cast< BaseModHybridButton* >( FindChildByName( "BtnOptions" ) );
		if ( button )
		{
			BaseModUI::FlyoutMenu *flyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmOptionsFlyout" ) );

			if ( flyout )
			{
#ifdef _X360
				bool bIsSplitscreen = ( XBX_GetNumGameUsers() > 1 );
#else
				bool bIsSplitscreen = false;
#endif

				Button *pButton = flyout->FindChildButtonByCommand( "EnableSplitscreen" );
				if ( pButton )
				{
					pButton->SetVisible( !bIsSplitscreen );
				}

				pButton = flyout->FindChildButtonByCommand( "DisableSplitscreen" );
				if ( pButton )
				{
					pButton->SetVisible( bIsSplitscreen );
				}
			}
		}
	}

	if ( IsPC() )
	{
		FlyoutMenu *pFlyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmOptionsFlyout" ) );
		if ( pFlyout )
		{
			const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
			pFlyout->SetControlEnabled( "BtnBrightness", !config.Windowed() );
		}
	}

	BaseClass::OnThink();

	if ( IsVisible() )
	{
		// Yield to generic wait screen or message box if one of those is present
		WINDOW_TYPE arrYield[] = { WT_GENERICWAITSCREEN, WT_GENERICCONFIRMATION };
		for ( int j = 0; j < ARRAYSIZE( arrYield ); ++ j )
		{
			CBaseModFrame *pYield = CBaseModPanel::GetSingleton().GetWindow( arrYield[j] );
			if ( pYield && pYield->IsVisible() && !pYield->HasFocus() )
			{
				pYield->Activate();
				pYield->RequestFocus();
			}
		}
	}
}
开发者ID:Muini,项目名称:Nag-asw,代码行数:62,代码来源:vingamemainmenu.cpp

示例12: GetScheme


//.........这里部分代码省略.........
			break;
		case Focus:
			// active item
			col.SetColor( 255, 255, 255, 255 );
			bDrawGlow = true;
			bAnimateGlow = true;
			if ( m_nStyle == BUTTON_SIMPLE ||
				 m_nStyle == BUTTON_DROPDOWN ||
				 m_nStyle == BUTTON_DIALOG ||
				 m_nStyle == BUTTON_RED )
			{
				bDrawCursor = true;
			}
			break;
	}

	wchar_t szUnicode[512];
	GetText( szUnicode, sizeof( szUnicode ) );
	int len = V_wcslen( szUnicode );

	int textWide, textTall;
	surface()->GetTextSize( m_hTextFont, szUnicode, textWide, textTall );

	textWide = clamp( textWide, 0, wide - m_textInsetX * 2 );
	textTall = clamp( textTall, 0, tall - m_textInsetX * 2 );

	int textInsetX = m_textInsetX;
	if ( m_nStyle == BUTTON_DIALOG )
	{
		// dialog buttons are centered
		textInsetX = ( wide - textWide ) / 2;
	}

	if ( FlyoutMenu::GetActiveMenu() && FlyoutMenu::GetActiveMenu()->GetNavFrom() != this )
	{
		bDrawCursor = false;
	}

	if ( bDrawCursor )
	{
		// draw backing rectangle
		if ( curState == Open )
		{
			surface()->DrawSetColor( Color( 0, 0, 0, 255 ) );
			surface()->DrawFilledRectFade( x, y, x+wide, y+tall, 0, 255, true );
		}

		// draw blotch
		surface()->DrawSetColor( blotchColor );
		if ( m_nStyle == BUTTON_DIALOG )
		{
			int blotchWide = textWide;
			int blotchX = x + textInsetX;
			surface()->DrawFilledRectFade( blotchX, y, blotchX + 0.50f * blotchWide, y+tall, 0, 150, true );
			surface()->DrawFilledRectFade( blotchX + 0.50f * blotchWide, y, blotchX + blotchWide, y+tall, 150, 0, true );
		}
		else
		{
			int blotchWide = textWide + vgui::scheme()->GetProportionalScaledValueEx( GetScheme(), 40 );
			int blotchX = x + textInsetX;
			surface()->DrawFilledRectFade( blotchX, y, blotchX + 0.25f * blotchWide, y+tall, 0, 150, true );
			surface()->DrawFilledRectFade( blotchX + 0.25f * blotchWide, y, blotchX + blotchWide, y+tall, 150, 0, true );
		}

		// draw border lines
		surface()->DrawSetColor( borderColor );
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:67,代码来源:vhybridbutton.cpp

示例13: snd_surround_speakers

//=============================================================================
void Audio::Activate()
{
	BaseClass::Activate();

	if ( m_sldGameVolume )
	{
		m_sldGameVolume->Reset();
	}

	if ( m_sldMusicVolume )
	{
		m_sldMusicVolume->Reset();
	}

	if ( m_drpSpeakerConfiguration )
	{
		CGameUIConVarRef snd_surround_speakers("Snd_Surround_Speakers");

		switch ( snd_surround_speakers.GetInt() )
		{
		case 2:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_2Speakers" );
			break;
		case 4:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_4Speakers" );
			break;
		case 5:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_5Speakers" );
			break;
		case 0:
		default:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_Headphones" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpSpeakerConfiguration->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpSoundQuality )
	{
		CGameUIConVarRef Snd_PitchQuality("Snd_PitchQuality");
		CGameUIConVarRef dsp_slow_cpu("dsp_slow_cpu");

		int quality = 0;
		if ( dsp_slow_cpu.GetBool() == false )
		{
			quality = 1;
		}
		if ( Snd_PitchQuality.GetBool() )
		{
			quality = 2;
		}

		switch ( quality )
		{
		case 1:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_Medium" );
			break;
		case 2:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_High" );
			break;
		case 0:
		default:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_Low" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpSoundQuality->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpCaptioning )
	{
		CGameUIConVarRef closecaption("closecaption");
		CGameUIConVarRef cc_subtitles("cc_subtitles");

		if ( !closecaption.GetBool() )
		{
			m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOff" );
		}
		else
		{
			if ( cc_subtitles.GetBool() )
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionSubtitles" );
			}
			else
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOn" );
			}
		}

//.........这里部分代码省略.........
开发者ID:Muini,项目名称:Nag-asw,代码行数:101,代码来源:vaudio.cpp

示例14: joy_cfg_preset

//=============================================================================
void ControllerOptions::ResetControlValues( void )
{
    // labels for button config and stick config
    CGameUIConVarRef joy_cfg_preset( "joy_cfg_preset" );
    int iButtonSetting = clamp( joy_cfg_preset.GetInt(), 0, 3 );
    if ( m_pEditButtons )
    {
        m_pEditButtons->SetDropdownSelection( pszButtonSettingsDisplayName[iButtonSetting] );
    }

    CGameUIConVarRef joy_movement_stick("joy_movement_stick");
    int iStickSetting = ( joy_movement_stick.GetInt() > 0 ) ? 1 : 0;
    if ( m_pEditSticks )
    {
        static CGameUIConVarRef s_joy_legacy( "joy_legacy" );
        if ( s_joy_legacy.IsValid() && s_joy_legacy.GetBool() )
        {
            iStickSetting += 2; // Go to the legacy version of the default/southpaw string.
        }

        m_pEditSticks->SetDropdownSelection( pszStickSettingsDisplayName[iStickSetting] );
    }

    if( m_pVerticalSensitivity )
    {
        m_pVerticalSensitivity->Reset();
    }

    if( m_pHorizontalSensitivity )
    {
        m_pHorizontalSensitivity->Reset();
    }

    if( m_pLookType )
    {
        m_pLookType->SetFlyout( "FlmLookType" );

        CGameUIConVarRef joy_inverty("joy_inverty");

        int iInvert = ( joy_inverty.GetInt() > 0 ) ? CONTROLLER_LOOK_TYPE_INVERTED : CONTROLLER_LOOK_TYPE_NORMAL;
        m_pLookType->SetCurrentSelection( pszLookTypes[iInvert] );

        FlyoutMenu *pFlyout = m_pLookType->GetCurrentFlyout();
        if ( pFlyout )
        {
            pFlyout->SetListener( this );
        }
    }

    if( m_pDuckMode )
    {
        m_pDuckMode->SetFlyout( "FlmDuckMode" );

        CGameUIConVarRef option_duck_method("option_duck_method");

        int iDuckMode = ( option_duck_method.GetInt() > 0 ) ? DUCK_MODE_TOGGLE : DUCK_MODE_HOLD;
        m_pDuckMode->SetCurrentSelection( pszDuckModes[iDuckMode] );

        FlyoutMenu *pFlyout = m_pDuckMode->GetCurrentFlyout();
        if ( pFlyout )
        {
            pFlyout->SetListener( this );
        }
    }
}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:66,代码来源:vcontrolleroptions.cpp

示例15: Q_strncpy

//=============================================================================
void InGameChapterSelect::OnCommand(const char *command)
{
	if ( const char* szMissionItem = StringAfterPrefix( command, "cmd_campaign_" ) )
	{
		if ( !Q_stricmp( szMissionItem, m_chCampaign ) )
			return;	// Setting to same mission

		Q_strncpy( m_chCampaign, szMissionItem, ARRAYSIZE( m_chCampaign ) );

		// Determine current game settings
		KeyValues *pGameSettings = g_pMatchFramework->GetMatchNetworkMsgController()->GetActiveServerGameDetails( NULL );
		KeyValues::AutoDelete autodelete_pGameSettings( pGameSettings );
		if ( !pGameSettings )
			return;

		DropDownMenu *pMissionDropDown = dynamic_cast< DropDownMenu* >( FindChildByName( "DrpMission" ) );
		if( pMissionDropDown ) //we should become a listener for events pertaining to the mission flyout
		{
			FlyoutMenu* missionFlyout = pMissionDropDown->GetCurrentFlyout();
			if( missionFlyout )
			{
				missionFlyout->SetListener( this );
				if ( vgui::Button *pAddonBtn = missionFlyout->FindChildButtonByCommand( "cmd_addoncampaign" ) )
				{
					pAddonBtn->SetEnabled( false );
				}

				// Disable all other campaigns that cannot be used for a vote
				for ( int k = 0, kNum = missionFlyout->GetChildCount(); k < kNum; ++ k )
				{
					Panel *child = missionFlyout->GetChild( k );
					if ( BaseModHybridButton* button = dynamic_cast< BaseModHybridButton* >( child ) )
					{
						if ( const char* commandValue = button->GetCommand()->GetString( "command", NULL ) )
						{
							if ( char const *szMissionName = StringAfterPrefix( commandValue, "cmd_campaign_" ) )
							{
								pGameSettings->SetString( "game/campaign", szMissionName );
								pGameSettings->SetInt( "game/chapter", 1 );
								if ( !g_pMatchExtSwarm->GetMapInfo( pGameSettings ) )
								{
									button->SetEnabled( false );
								}
							}
						}
					}
				}
			}
		}

	}
	else if ( char const *szChapterSelected = StringAfterPrefix( command, "#L4D360UI_Chapter_" ) )
	{
		m_nChapter = atoi( szChapterSelected );
		UpdateChapterImage( m_chCampaign, m_nChapter );
	}
	else if ( !Q_stricmp( command, "Select" ) )
	{
		KeyValues *pGameSettings = g_pMatchFramework->GetMatchNetworkMsgController()->GetActiveServerGameDetails( NULL );
		KeyValues::AutoDelete autodelete_pGameSettings( pGameSettings );

		if ( !GameModeIsSingleChapter( pGameSettings->GetString( "game/mode" ) ) )
			m_nChapter = 1;

		pGameSettings->SetString( "game/campaign", m_chCampaign );
		pGameSettings->SetInt( "game/chapter", m_nChapter );

		char const *szVoteCommand = "ChangeChapter";

		int iUser = GetGameUIActiveSplitScreenPlayerSlot();
		GAMEUI_ACTIVE_SPLITSCREEN_PLAYER_GUARD( iUser );

		Panel *pDrpChapter = FindChildByName( "DrpChapter" );
		if ( !pDrpChapter || !pDrpChapter->IsEnabled() )
		{
			szVoteCommand = "ChangeMission";
			m_nChapter = 1;

			engine->ClientCmd( CFmtStr( "callvote %s %s;", szVoteCommand, m_chCampaign ) );
		}
		else if ( KeyValues *pInfoMap = g_pMatchExtSwarm->GetMapInfo( pGameSettings ) )
		{
			engine->ClientCmd( CFmtStr( "callvote %s %s;", szVoteCommand, pInfoMap->GetString( "map" ) ) );
		}

		GameUI().AllowEngineHideGameUI();
		engine->ClientCmd( "gameui_hide" );
		Close();
	}	
	else if ( !Q_strcmp( command, "Cancel" ) )
	{
		GameUI().AllowEngineHideGameUI();
		engine->ClientCmd("gameui_hide");
		Close();
	}
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:97,代码来源:vingamechapterselect.cpp


注:本文中的FlyoutMenu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。