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类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 );
}
}
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();
}