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类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;
}
}
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 );
}