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C++ IActionMapManager类代码示例

本文整理汇总了C++中IActionMapManager的典型用法代码示例。如果您正苦于以下问题:C++ IActionMapManager类的具体用法?C++ IActionMapManager怎么用?C++ IActionMapManager使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了IActionMapManager类的15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: CreateFilterVault

void CGameActions::CreateFilterVault()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterVault = pActionMapMan->CreateActionFilter("vault", eAFT_ActionFail);
	m_pFilterVault->Filter(rotateyaw);
	m_pFilterVault->Filter(v_rotateyaw);
	m_pFilterVault->Filter(rotatepitch);
	m_pFilterVault->Filter(v_rotatepitch);
	m_pFilterVault->Filter(nextitem);
	m_pFilterVault->Filter(previtem);
	m_pFilterVault->Filter(toggle_explosive);
	m_pFilterVault->Filter(toggle_weapon);
	m_pFilterVault->Filter(toggle_grenade);
	m_pFilterVault->Filter(handgrenade);
	m_pFilterVault->Filter(zoom);
	m_pFilterVault->Filter(reload);
	m_pFilterVault->Filter(use);
	m_pFilterVault->Filter(xi_grenade);
	m_pFilterVault->Filter(xi_handgrenade);
	m_pFilterVault->Filter(xi_zoom);
	m_pFilterVault->Filter(jump);
	m_pFilterVault->Filter(binoculars);

	m_pFilterVault->Filter(xi_rotateyaw);
	m_pFilterVault->Filter(xi_rotatepitch);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:27,代码来源:GameActions.cpp

示例2: CreateFilterMPWeaponCustomizationMenu

void CGameActions::CreateFilterMPWeaponCustomizationMenu()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterMPWeaponCustomizationMenu = pActionMapMan->CreateActionFilter("mp_weapon_customization_menu", eAFT_ActionPass);

	// Disabled all actions when in ingame menu, add any exceptions here

	// Menu actions
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_open_customizeweapon);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_close_customizeweapon);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_scrollup);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_scrolldown);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_fcommand1);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_fcommand2);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_switchtab_left);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_switchtab_right);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_barrel);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_bottom);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_scope);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ammo);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_confirm);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_confirm2);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_back);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_delete);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_apply);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_default);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_back_select);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_input_1);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_input_2);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_assetpause);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_assetzoom);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_index_finger);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_middle_finger);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ring_finger);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ring_finger_switched);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_pink);

	//movement
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_rotateyaw);
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_rotatepitch);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveleft);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveright);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveforward);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveback);
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_movex);
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_movey);

	m_pFilterMPWeaponCustomizationMenu->Filter(mouse_wheel_infiction_close);

	m_pFilterMPWeaponCustomizationMenu->Filter(special);
	m_pFilterMPWeaponCustomizationMenu->Filter(attack1_xi);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:60,代码来源:GameActions.cpp

示例3: InitActionEnums

void CEditorGame::InitActionEnums(IGameToEditorInterface* pGTE)
{
	// init ActionFilter enums
	IActionMapManager* pActionMapMgr = m_pGame->GetIGameFramework()->GetIActionMapManager();
	if (pActionMapMgr)
	{
		std::vector<string> filterNames;
		filterNames.push_back(""); // empty
		IActionFilterIteratorPtr pFilterIter = pActionMapMgr->CreateActionFilterIterator();
		while (IActionFilter* pFilter = pFilterIter->Next())
		{
			filterNames.push_back(pFilter->GetName());
		}
		size_t numFilters = 0;
		const char** allFilters = new const char*[filterNames.size()];
		std::vector<string>::const_iterator iter = filterNames.begin();
		std::vector<string>::const_iterator iterEnd = filterNames.end();
		while (iter != iterEnd)
		{
			allFilters[numFilters++] = iter->c_str();
			++iter;
		}
		pGTE->SetUIEnums("action_filter", allFilters, numFilters);
		delete[] allFilters;
	}
}
开发者ID:MrHankey,项目名称:Tanks,代码行数:26,代码来源:EditorGame.cpp

示例4: PerformRipOff

//----------------------------------------------------------------------
void CVehicleMountedWeapon::PerformRipOff(CActor* pOwner)
{
	IActionMapManager* pMapManager = gEnv->pGame->GetIGameFramework()->GetIActionMapManager();
	assert(pMapManager);
	pMapManager->EnableActionMap("vehicle_general", false);

	IVehicle *pVehicle = gEnv->pGame->GetIGameFramework()->GetIVehicleSystem()->GetVehicle(m_vehicleId);
	if(pVehicle)
	{
		SVehicleEventParams params;
		params.entityId = GetEntityId();

		pVehicle->BroadcastVehicleEvent(eVE_WeaponRemoved, params);

		if(pOwner)
		{
			if(gEnv->bMultiplayer)
			{
				const IEntity* pVehicleEnt = pVehicle->GetEntity();
				IEntity* pEntity		  = pOwner->GetEntity(); 
				const Matrix34& vehWMat   = pVehicleEnt->GetWorldTM(); 
				m_previousWSpaceOffsetPosition = pEntity->GetWorldPos();
				m_localRipUserOffset = vehWMat.GetInverted().TransformPoint(m_previousWSpaceOffsetPosition); 
			}

			pOwner->LinkToVehicle(0);
		}

		m_previousVehicleRotation = pVehicle->GetEntity()->GetWorldRotation();
	}

	CHeavyMountedWeapon::PerformRipOff(pOwner);
}
开发者ID:amrhead,项目名称:eaascode,代码行数:34,代码来源:VehicleMountedWeapon.cpp

示例5: CreateFilterCutscene

void CGameActions::CreateFilterCutscene()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterCutscene = pActionMapMan->CreateActionFilter("cutscene", eAFT_ActionFail);	
	m_pFilterCutscene->Filter(binoculars);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:7,代码来源:GameActions.cpp

示例6: CreateFilterNoFireModeSwitch

void CGameActions::CreateFilterNoFireModeSwitch()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoFireModeSwitch = pActionMapMan->CreateActionFilter("no_firemodeswitch", eAFT_ActionFail);
	m_pFilterNoFireModeSwitch->Filter(weapon_change_firemode);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:7,代码来源:GameActions.cpp

示例7: CreateFilterNoVehicleExit

void CGameActions::CreateFilterNoVehicleExit()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoVehicleExit = pActionMapMan->CreateActionFilter("no_vehicle_exit", eAFT_ActionFail);
	m_pFilterNoVehicleExit->Filter(use);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:7,代码来源:GameActions.cpp

示例8: CreateFilterNoConnectivity

void CGameActions::CreateFilterNoConnectivity()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoConnectivity = pActionMapMan->CreateActionFilter("no_connectivity", eAFT_ActionPass);
	m_pFilterNoConnectivity->Filter(scores);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:7,代码来源:GameActions.cpp

示例9: CreateFilterNoWeaponCustomization

void CGameActions::CreateFilterNoWeaponCustomization()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoWeaponCustomization = pActionMapMan->CreateActionFilter("no_weaponcustomization", eAFT_ActionFail);
	m_pFilterNoWeaponCustomization->Filter(menu_open_customizeweapon);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:7,代码来源:GameActions.cpp

示例10: CreateFilterNoMouse

void CGameActions::CreateFilterNoMouse()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoMouse = pActionMapMan->CreateActionFilter("no_mouse", eAFT_ActionFail);
	m_pFilterNoMouse->Filter(attack1);
	m_pFilterNoMouse->Filter(v_attack1);
	m_pFilterNoMouse->Filter(v_attack2);
	m_pFilterNoMouse->Filter(rotateyaw);
	m_pFilterNoMouse->Filter(v_rotateyaw);
	m_pFilterNoMouse->Filter(rotatepitch);
	m_pFilterNoMouse->Filter(v_rotatepitch);
	m_pFilterNoMouse->Filter(nextitem);
	m_pFilterNoMouse->Filter(previtem);
	m_pFilterNoMouse->Filter(toggle_explosive);
	m_pFilterNoMouse->Filter(toggle_weapon);
	m_pFilterNoMouse->Filter(toggle_grenade);
	m_pFilterNoMouse->Filter(handgrenade);
	m_pFilterNoMouse->Filter(zoom);
	m_pFilterNoMouse->Filter(reload);
	m_pFilterNoMouse->Filter(use);
	m_pFilterNoMouse->Filter(xi_grenade);
	m_pFilterNoMouse->Filter(xi_handgrenade);
	m_pFilterNoMouse->Filter(xi_zoom);
	m_pFilterNoMouse->Filter(jump);
	m_pFilterNoMouse->Filter(binoculars);
	m_pFilterNoMouse->Filter(attack1_xi);
	m_pFilterNoMouse->Filter(attack2_xi);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:29,代码来源:GameActions.cpp

示例11: CreateFilterMouseY

void CGameActions::CreateFilterMouseY()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
	m_pFilterMouseY = pActionMapMan->CreateActionFilter("no_mouseY", eAFT_ActionFail);
	m_pFilterMouseY->Filter(rotatepitch);
	m_pFilterMouseY->Filter(xi_rotatepitch);
}
开发者ID:danielasun,项目名称:dbho-GameSDK,代码行数:7,代码来源:GameActions.cpp

示例12: InitActionMapsEnums

void CEditorGame::InitActionMapsEnums(IGameToEditorInterface* pGTE)
{
	IActionMapManager* pAM = m_pGame->GetIGameFramework()->GetIActionMapManager();
	IActionMapIteratorPtr iter = pAM->CreateActionMapIterator();

	const int numActionMaps = pAM->GetActionMapsCount();

	if(numActionMaps == 0)
		return;

	const char** nameValueStrings = new const char*[numActionMaps];
	int curEntryIndex = 0;
	while (IActionMap* pMap = iter->Next())
	{
		assert(curEntryIndex < numActionMaps);
		PREFAST_ASSUME(curEntryIndex < numActionMaps);
		nameValueStrings[curEntryIndex++] = pMap->GetName();

		if (curEntryIndex > numActionMaps)
		{
			CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "[InitActionMapsEnums] Wrong number of Action Maps.");
			break;
		}
	}

	pGTE->SetUIEnums("action_maps", nameValueStrings, numActionMaps);

	delete[] nameValueStrings;
}
开发者ID:aronarts,项目名称:FireNET,代码行数:29,代码来源:EditorGame.cpp

示例13: UpdateDebugState

void CProceduralWeaponAnimation::UpdateDebugState()
{
	if ((g_pGameCVars->g_debugWeaponOffset==2) != m_debugInput)
	{
		IActionMapManager* pAMMgr = gEnv->pGame->GetIGameFramework()->GetIActionMapManager();

		if (g_pGameCVars->g_debugWeaponOffset == 2)
		{
			if (gEnv->pInput)
				gEnv->pInput->AddEventListener(m_weaponOffsetInput.get());
			if (pAMMgr)
				pAMMgr->Enable(false);
			m_weaponOffsetInput->SetRightDebugOffset(SWeaponOffset(m_rightOffset));
			m_weaponOffsetInput->SetLeftDebugOffset(SWeaponOffset(m_leftOffset));
		}
		else
		{
			if (gEnv->pInput)
				gEnv->pInput->RemoveEventListener(m_weaponOffsetInput.get());
			if (pAMMgr)
				pAMMgr->Enable(true);
		}
		m_debugInput = (g_pGameCVars->g_debugWeaponOffset == 2);
	}

	if (g_pGameCVars->g_debugWeaponOffset)
	{
		DrawCrossHairGuideLines();
	}
	if (m_debugInput)
	{
		m_weaponOffsetInput->Update();
	}
}
开发者ID:aronarts,项目名称:FireNET,代码行数:34,代码来源:ProceduralWeaponAnimation.cpp

示例14: CreateFilterNoMouse

void CGameActions::CreateFilterNoMouse()
{
	IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoMouse = pActionMapMan->CreateActionFilter("no_mouse", eAFT_ActionFail);
	m_pFilterNoMouse->Filter(attack1);
	m_pFilterNoMouse->Filter(v_attack1);
	m_pFilterNoMouse->Filter(v_attack2);
	m_pFilterNoMouse->Filter(rotateyaw);
	m_pFilterNoMouse->Filter(v_rotateyaw);
	m_pFilterNoMouse->Filter(rotatepitch);
	m_pFilterNoMouse->Filter(v_rotatepitch);
	m_pFilterNoMouse->Filter(nextitem);
	m_pFilterNoMouse->Filter(previtem);
	m_pFilterNoMouse->Filter(small);
	m_pFilterNoMouse->Filter(medium);
	m_pFilterNoMouse->Filter(heavy);
	m_pFilterNoMouse->Filter(handgrenade);
	m_pFilterNoMouse->Filter(explosive);
	m_pFilterNoMouse->Filter(utility);
	m_pFilterNoMouse->Filter(zoom);
	m_pFilterNoMouse->Filter(reload);
	m_pFilterNoMouse->Filter(use);
	m_pFilterNoMouse->Filter(xi_use);
	m_pFilterNoMouse->Filter(xi_grenade);
	m_pFilterNoMouse->Filter(xi_handgrenade);
	m_pFilterNoMouse->Filter(xi_zoom);
	m_pFilterNoMouse->Filter(jump);
}
开发者ID:Hellraiser666,项目名称:CryGame,代码行数:29,代码来源:GameActions.cpp

示例15: CreateFilterNoObjectivesOpen

void CGameActions::CreateFilterNoObjectivesOpen()
{
	IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoObjectivesOpen = pActionMapMan->CreateActionFilter("no_objectives_open", eAFT_ActionFail);
	m_pFilterNoObjectivesOpen->Filter(scores);
}
开发者ID:Hellraiser666,项目名称:CryGame,代码行数:7,代码来源:GameActions.cpp


注:本文中的IActionMapManager类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。