本文整理汇总了C++中IActionMapManager类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);
}
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);
}
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;
}
}
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);
}
示例5: CreateFilterCutscene
void CGameActions::CreateFilterCutscene()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterCutscene = pActionMapMan->CreateActionFilter("cutscene", eAFT_ActionFail);
m_pFilterCutscene->Filter(binoculars);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
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;
}
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();
}
}
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);
}
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);
}