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C++ FlyoutMenu::CloseMenu方法代码示例

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


在下文中一共展示了FlyoutMenu::CloseMenu方法的2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: CloseDropDown

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2: ApplySchemeSettings

//=============================================================================
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


注:本文中的FlyoutMenu::CloseMenu方法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。