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C++ IActionMapManager::AddExtraActionListener方法代码示例

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


在下文中一共展示了IActionMapManager::AddExtraActionListener方法的1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: InitEventSystem

void CUIInput::InitEventSystem()
{
	if ( !gEnv->pFlashUI
		|| !g_pGame->GetIGameFramework() 
		|| !g_pGame->GetIGameFramework()->GetIActionMapManager() )
	{
		assert( false );
		return;
	}

	IActionMapManager* pAmMgr = g_pGame->GetIGameFramework()->GetIActionMapManager();
	pAmMgr->AddExtraActionListener( this );

	// set up the handlers
	if (s_actionHandler.GetNumHandlers() == 0)
	{
		#define ADD_HANDLER(action, func) s_actionHandler.AddHandler(actions.action, &CUIInput::func)
		const CGameActions& actions = g_pGame->Actions();

		ADD_HANDLER(ui_toggle_pause, OnActionTogglePause);
		ADD_HANDLER(ui_start_pause, OnActionStartPause);

		ADD_HANDLER(ui_up, OnActionUp);
		ADD_HANDLER(ui_down, OnActionDown);
		ADD_HANDLER(ui_left, OnActionLeft);	
		ADD_HANDLER(ui_right, OnActionRight);

		ADD_HANDLER(ui_click, OnActionClick);	
		ADD_HANDLER(ui_back, OnActionBack);	

		ADD_HANDLER(ui_confirm, OnActionConfirm);	
		ADD_HANDLER(ui_reset, OnActionReset);	

		#undef ADD_HANDLER
	}

	// ui events (sent to ui)
	m_pUIFunctions = gEnv->pFlashUI->CreateEventSystem( "Input", IUIEventSystem::eEST_SYSTEM_TO_UI );
	m_eventSender.Init(m_pUIFunctions);
	{
		SUIEventDesc eventDesc("OnKeyboardDone", "triggered once keyboard is done");
		eventDesc.AddParam<SUIParameterDesc::eUIPT_String>("String", "String of keyboard input");
		m_eventSender.RegisterEvent<eUIE_OnVirtKeyboardDone>(eventDesc);
	}

	{
		SUIEventDesc eventDesc("OnKeyboardCancelled", "triggered once keyboard is cancelled");
		m_eventSender.RegisterEvent<eUIE_OnVirtKeyboardCancelled>(eventDesc);
	}

	// ui events (called from ui)
	m_pUIEvents = gEnv->pFlashUI->CreateEventSystem( "Input", IUIEventSystem::eEST_UI_TO_SYSTEM );
	m_eventDispatcher.Init(m_pUIEvents, this, "UIInput");
	{
		SUIEventDesc eventDesc("ShowVirualKeyboard", "Displays the virtual keyboard");
		eventDesc.AddParam<SUIParameterDesc::eUIPT_String>("Title", "Title for the virtual keyboard");
		eventDesc.AddParam<SUIParameterDesc::eUIPT_String>("Value", "Initial string of virtual keyboard");
		eventDesc.AddParam<SUIParameterDesc::eUIPT_Int>("MaxChars", "Maximum chars");
		m_eventDispatcher.RegisterEvent( eventDesc, &CUIInput::OnDisplayVirtualKeyboard );
	}
}
开发者ID:nhnam,项目名称:Seasons,代码行数:61,代码来源:UIInput.cpp


注:本文中的IActionMapManager::AddExtraActionListener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。