本文整理汇总了C++中IBaseMenu::SetDefaultTitle方法的典型用法代码示例。如果您正苦于以下问题:C++ IBaseMenu::SetDefaultTitle方法的具体用法?C++ IBaseMenu::SetDefaultTitle怎么用?C++ IBaseMenu::SetDefaultTitle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IBaseMenu
的用法示例。
在下文中一共展示了IBaseMenu::SetDefaultTitle方法的5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: ShowClassMenu
void CRPGPlayer::ShowClassMenu( int team )
{
IMenuStyle *style = menus->GetDefaultStyle();
IBaseMenu *menu = style->CreateMenu(&g_RPGPlugin, myself->GetIdentity());
menu->SetDefaultTitle(MENU_CLASS_TITLE);
switch (team)
{
case TEAM_SURVIVORS:
for (int i = 0; i < NUM_HUMAN_CLASSES; i++)
{
menu->AppendItem(HumanClasses[i], ItemDrawInfo(HumanClasses[i]));
}
break;
case TEAM_UNDEAD:
for (int i = 0; i < NUM_ZOMBIE_CLASSES; i++)
{
menu->AppendItem(ZombieClasses[i], ItemDrawInfo(ZombieClasses[i]));
}
break;
}
menu->InsertItem(MENU_CHOICE_RETURN, MENU_ITEM_RETURN, ItemDrawInfo(MENU_ITEM_RETURN));
menu->Display(this->GetIndex(), MENU_TIME_FOREVER );
}
示例2: ShowChar
void CRPGPlayer::ShowChar()
{
IMenuStyle *style = menus->GetDefaultStyle();
IBaseMenu *menu = style->CreateMenu(&g_RPGPlugin, myself->GetIdentity());
IMenuPanel *panel = menu->CreatePanel();
menu->SetDefaultTitle(MENU_CHAR_TITLE);
panel->DrawTitle(MENU_CHAR_TITLE);
char text[255];
sprintf(text, "Player ID: %d", GetSQLIndex());
panel->DrawItem(ItemDrawInfo(text));
int classnum = GetCurrentClass();
if (classnum > RPG_CLASS_NONE)
{
int team = GetCachedTeam();
if ( team == TEAM_SURVIVORS)
{
sprintf(text, "Class: %s", HumanClasses[classnum]);
}
else if (team == TEAM_UNDEAD)
{
sprintf(text, "Class: %s", ZombieClasses[classnum]);
}
else
{
sprintf(text, "Class: None");
}
panel->DrawItem(ItemDrawInfo(text)); // item 1
sprintf(text, "Level: %d", GetLevel());
panel->DrawItem(ItemDrawInfo(text)); // item 2
sprintf(text, "Experience: %d", GetExperience());
panel->DrawItem(ItemDrawInfo(text)); // item 3
for (int i = 0; i < MAX_SKILLS; i++) // item 4-7
{
sprintf(text, "%s - (Level %d)", SkillNames[skills[i].iIndex], skills[i].iLevel);
panel->DrawItem(ItemDrawInfo(text));
}
}
panel->SendDisplay(GetIndex(), &g_RPGPlugin, MENU_TIME_FOREVER );
}
示例3: ShowBaseMenu
void CRPGPlayer::ShowBaseMenu()
{
IMenuStyle *style = menus->GetDefaultStyle();
IBaseMenu *menu = style->CreateMenu(&g_RPGPlugin, myself->GetIdentity());
menu->SetDefaultTitle(MENU_BASE_TITLE);
for (int i = 0; i < BASEMENUCHOICES; i++)
{
menu->AppendItem(BaseMenuChoices[i], ItemDrawInfo(BaseMenuChoices[i]));
}
//menu->SetMenuOptionFlags( menu->GetMenuOptionFlags() | MENUFLAG_BUTTON_EXIT );
menu->Display(this->GetIndex(), MENU_TIME_FOREVER);
}
示例4: ShowSkillMenu
void CRPGPlayer::ShowSkillMenu()
{
if (GetCurrentClass() == RPG_CLASS_NONE )
{
ShowClassMenu( GetPlayerInfo()->GetTeamIndex());
return;
}
if (GetFreeSkills() < 0)
{
ResetAccount();
gamehelpers->TextMsg(GetIndex(), HUD_PRINTTALK, "[ZPS-RPG] Your skills have been reset because of an error.\n");
}
IMenuStyle *style = menus->GetDefaultStyle();
IBaseMenu *menu = style->CreateMenu(&g_RPGPlugin, myself->GetIdentity());
menu->SetDefaultTitle(MENU_SKILL_TITLE);
char skillname[64];
unsigned int menustyle = ITEMDRAW_DEFAULT;
for (int i = 0; i < MAX_SKILLS; i++)
{
sprintf(skillname, "%s (Level %d)", SkillNames[skills[i].iIndex], skills[i].iLevel);
menustyle = ITEMDRAW_DEFAULT;
if ((skills[i].iLevel >= 3) || (GetFreeSkills() == 0))
menustyle = ITEMDRAW_DISABLED;
if( i == 3 ) // ULTIMATE
{
if ((skills[i].iLevel >= 1) || (GetLevel() < 6) || (GetFreeSkills() == 0))
{
menustyle = ITEMDRAW_DISABLED;
}
}
menu->AppendItem(SkillNames[skills[i].iIndex], ItemDrawInfo(skillname, menustyle));
}
menu->AppendItem(MENU_ITEM_RESET, ItemDrawInfo("Reset Skills"));
menu->InsertItem(6, MENU_ITEM_RETURN, ItemDrawInfo(MENU_ITEM_RETURN));
menu->SetMenuOptionFlags( menu->GetMenuOptionFlags() | MENUFLAG_BUTTON_EXIT );
menu->Display(this->GetIndex(), MENU_TIME_FOREVER);
}
示例5: SetMenuTitle
static cell_t SetMenuTitle(IPluginContext *pContext, const cell_t *params)
{
Handle_t hndl = (Handle_t)params[1];
HandleError err;
IBaseMenu *menu;
if ((err=g_Menus.ReadMenuHandle(params[1], &menu)) != HandleError_None)
{
return pContext->ThrowNativeError("Menu handle %x is invalid (error %d)", hndl, err);
}
char buffer[1024];
g_SourceMod.FormatString(buffer, sizeof(buffer), pContext, params, 2);
menu->SetDefaultTitle(buffer);
return 1;
}