本文整理汇总了C++中GHOST_ISystem::toggleConsole方法的典型用法代码示例。如果您正苦于以下问题:C++ GHOST_ISystem::toggleConsole方法的具体用法?C++ GHOST_ISystem::toggleConsole怎么用?C++ GHOST_ISystem::toggleConsole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GHOST_ISystem
的用法示例。
在下文中一共展示了GHOST_ISystem::toggleConsole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: GHOST_toggleConsole
int GHOST_toggleConsole(int action)
{
GHOST_ISystem *system = GHOST_ISystem::getSystem();
return system->toggleConsole(action);
}
示例2: main
//.........这里部分代码省略.........
// base the actuator filename relative to the last file
BLI_strncpy(basedpath, exitstring.Ptr(), sizeof(basedpath));
BLI_path_abs(basedpath, pathname);
bfd = load_game_data(basedpath);
if (!bfd) {
// just add "//" in front of it
char temppath[FILE_MAX] = "//";
BLI_strncpy(temppath + 2, basedpath, FILE_MAX - 2);
BLI_path_abs(temppath, pathname);
bfd = load_game_data(temppath);
}
}
else {
bfd = load_game_data(BKE_appdir_program_path(), filename[0]? filename: NULL);
}
#if defined(DEBUG)
printf("Game data loaded from %s\n", filename);
#endif
if (!bfd) {
usage(argv[0], isBlenderPlayer);
error = true;
exitcode = KX_EXIT_REQUEST_QUIT_GAME;
}
else {
/* Setting options according to the blend file if not overriden in the command line */
#ifdef WIN32
#if !defined(DEBUG)
if (closeConsole) {
system->toggleConsole(0); // Close a console window
}
#endif // !defined(DEBUG)
#endif // WIN32
Main *maggie = bfd->main;
Scene *scene = bfd->curscene;
G.main = maggie;
if (firstTimeRunning) {
G.fileflags = bfd->fileflags;
gs.matmode= scene->gm.matmode;
gs.glslflag= scene->gm.flag;
}
//Seg Fault; icon.c gIcons == 0
BKE_icons_init(1);
titlename = maggie->name;
// Check whether the game should be displayed full-screen
if ((!fullScreenParFound) && (!windowParFound)) {
// Only use file settings when command line did not override
if ((scene->gm.playerflag & GAME_PLAYER_FULLSCREEN)) {
//printf("fullscreen option found in Blender file\n");
fullScreen = true;
fullScreenWidth= scene->gm.xplay;
fullScreenHeight= scene->gm.yplay;
fullScreenFrequency= scene->gm.freqplay;
fullScreenBpp = scene->gm.depth;
}
else
{