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C++ FlyoutMenu::SetBGTall方法代码示例

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


//.........这里部分代码省略.........
			}
		}

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

	if ( m_drpLanguage )
	{
		char szCurrentLanguage[50] = "";
		char szAvailableLanguages[512] = "";
		szAvailableLanguages[0] = '\0';

		// Fallback to current engine language
		engine->GetUILanguage( szCurrentLanguage, sizeof( szCurrentLanguage ));

		// In a Steam environment we get the current language 
#if !defined( NO_STEAM )
		// When Steam isn't running we can't get the language info... 
		if ( steamapicontext->SteamApps() )
		{
			Q_strncpy( szCurrentLanguage, steamapicontext->SteamApps()->GetCurrentGameLanguage(), sizeof(szCurrentLanguage) );
			Q_strncpy( szAvailableLanguages, steamapicontext->SteamApps()->GetAvailableGameLanguages(), sizeof(szAvailableLanguages) );
		}
#endif

		// Get the spoken language and store it for comparison purposes
		m_nCurrentAudioLanguage = PchLanguageToELanguage( szCurrentLanguage );

		// Set up the base string for each button command
		char szCurrentButton[ 32 ];
		Q_strncpy( szCurrentButton, VIDEO_LANGUAGE_COMMAND_PREFIX, sizeof( szCurrentButton ) );

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

		// Check to see if we have a list of languages from Steam
		if ( szAvailableLanguages[0] != '\0' )
		{
			int iSelectedLanguage = 0;

			FlyoutMenu *pLanguageFlyout = m_drpLanguage->GetCurrentFlyout();

			// Loop through all the languages
			CSplitString languagesList( szAvailableLanguages, "," );

			for ( m_nNumAudioLanguages = 0; m_nNumAudioLanguages < languagesList.Count() && m_nNumAudioLanguages < MAX_DYNAMIC_AUDIO_LANGUAGES; ++m_nNumAudioLanguages )
			{
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAudioLanguages + '0';
				m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode = PchLanguageToELanguage( languagesList[ m_nNumAudioLanguages ] );

				SetFlyoutButtonText( szCurrentButton, pLanguageFlyout, GetLanguageVGUILocalization( m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode ) );

				if ( m_nCurrentAudioLanguage == m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode )
				{
					iSelectedLanguage = m_nNumAudioLanguages;
				}
			}

			// Change the height to fit the active items
			pLanguageFlyout->SetBGTall( m_nNumAudioLanguages * 20 + 5 );

			// Disable the remaining possible choices
			for ( int i = m_nNumAudioLanguages; i < MAX_DYNAMIC_AUDIO_LANGUAGES; ++i )
			{
				szCurrentButton[ iCommandNumberPosition ] = i + '0';

				Button *pButton = pLanguageFlyout->FindChildButtonByCommand( szCurrentButton );
				if ( pButton )
				{
					pButton->SetVisible( false );
				}
			}

			// Set the current selection
			szCurrentButton[ iCommandNumberPosition ] = iSelectedLanguage + '0';

			m_drpLanguage->SetCurrentSelection( szCurrentButton );

			m_nSelectedAudioLanguage = m_nAudioLanguages[ iSelectedLanguage ].languageCode;
		}

		m_drpLanguage->SetVisible( m_nNumAudioLanguages > 1 );
	}



	UpdateFooter( true );

	if ( m_sldGameVolume )
	{
		if ( m_ActiveControl )
			m_ActiveControl->NavigateFrom( );
		m_sldGameVolume->NavigateTo();
		m_ActiveControl = m_sldGameVolume;
	}
}
开发者ID:Muini,项目名称:Nag-asw,代码行数:101,代码来源:vaudio.cpp

示例2: InitLogoList


//.........这里部分代码省略.........
		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
					Q_strncpy( filename, logofile, sizeof( filename ) );
					Q_SetExtension( filename, ".vmt", sizeof( filename ) );

					if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
					{
						// Set this custom logo as our initial item
						const char *pchShortName = Q_UnqualifiedFileName( logofile );

						initialItem = m_nNumSpraypaintLogos - 1;
						Q_StripExtension( pchShortName, m_nSpraypaint[ initialItem ].m_szFilename, sizeof(m_nSpraypaint[ initialItem ].m_szFilename) );
					}
				}
			}
		}
	}

	g_pFullFileSystem->FindClose( fh );

	// Change the height to fit the active items
	pFlyout->SetBGTall( m_nNumSpraypaintLogos * 20 + 5 );

	// Disable the remaining possible choices
	for ( int i = m_nNumSpraypaintLogos; i < MAX_SPRAYPAINT_LOGOS; ++i )
	{
		szCurrentButton[ iCommandNumberPosition ] = i + '0';

		Button *pButton = pFlyout->FindChildButtonByCommand( szCurrentButton );
		if ( pButton )
		{
			pButton->SetVisible( false );
		}
	}

	szCurrentButton[ iCommandNumberPosition ] = initialItem + '0';
	m_drpSpraypaint->SetCurrentSelection( szCurrentButton );
}
开发者ID:Randdalf,项目名称:bliink,代码行数:101,代码来源:vmultiplayer.cpp


注:本文中的FlyoutMenu::SetBGTall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。