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C++ IBattle::GetInGame方法代码示例

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


在下文中一共展示了IBattle::GetInGame方法的3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: GetBattleStatus

wxString IconImageList::GetBattleStatus( const IBattle& battle ) const
{
    unsigned idx = battle.GetInGame() << 3 | battle.IsLocked() << 2 | battle.IsFull() << 1 | battle.IsPassworded() << 0;
    static const wxString states[16] = {
        /* -                                 */ _("Game is open."),
        /* passworded                        */ _("Game is password-protected."),
        /* full                              */ _("Game is full."),
        /* full, passworded                  */ _("Game is full and password-protected."),
        /* locked                            */ _("Game is closed."),
        /* locked, passworded                */ _("Game is closed and password-protected."),
        /* locked, full                      */ _("Game is closed and full."),
        /* locked, full, passworded          */ _("Game is closed, full and password-protected."),
        /* in game                           */ _("Game is in progress."),
        /* in game, passworded               */ _("Game is in progress and password-protected."),
        /* in game, full                     */ _("Game is in progress and full."),
        /* in game, full, passworded         */ _("Game is in progress, full and password-protected."),
        /* in game, locked                   */ _("Game is in progress and closed."),
        /* in game, locked, passworded       */ _("Game is in progress, closed and password-protected."),
        /* in game, locked, full             */ _("Game is in progress, closed and full."),
        /* in game, locked, full, passworded */ _("Game is in progress, closed, full and password-protected."),
    };
    return states[idx];
    // return _T("Game has unknown status");
}
开发者ID:renemilk,项目名称:springlobby,代码行数:24,代码来源:iconimagelist.cpp

示例2: GetBattleStatusIcon

int IconImageList::GetBattleStatusIcon( const IBattle& battle ) const
{
    unsigned idx = battle.GetInGame() << 3 | battle.IsLocked() << 2 | battle.IsFull() << 1 | battle.IsPassworded() << 0;
    static const int icons[16] = {
        /* -                                 */ ICON_OPEN_GAME,
        /* passworded                        */ ICON_OPEN_PW_GAME,
        /* full                              */ ICON_OPEN_FULL_GAME,
        /* full, passworded                  */ ICON_OPEN_FULL_PW_GAME,
        /* locked                            */ ICON_CLOSED_GAME,
        /* locked, passworded                */ ICON_CLOSED_PW_GAME,
        /* locked, full                      */ ICON_CLOSED_FULL_GAME,
        /* locked, full, passworded          */ ICON_CLOSED_FULL_PW_GAME,
        /* in game                           */ ICON_STARTED_GAME,
        /* in game, passworded               */ ICON_STARTED_GAME,
        /* in game, full                     */ ICON_STARTED_GAME,
        /* in game, full, passworded         */ ICON_STARTED_GAME,
        /* in game, locked                   */ ICON_STARTED_GAME_LOCKED,
        /* in game, locked, passworded       */ ICON_STARTED_GAME_LOCKED,
        /* in game, locked, full             */ ICON_STARTED_GAME_LOCKED,
        /* in game, locked, full, passworded */ ICON_STARTED_GAME_LOCKED,
    };
    return icons[idx];
    // return ICON_GAME_UNKNOWN;
}
开发者ID:renemilk,项目名称:springlobby,代码行数:24,代码来源:iconimagelist.cpp

示例3: FilterBattle

bool BattleListFilter::FilterBattle(IBattle& battle)
{
	if (!m_activ)
		return true;

	if (m_filter_highlighted->IsChecked() |
	    m_filter_status_start->IsChecked() |
	    m_filter_status_locked->IsChecked() |
	    m_filter_status_pass->IsChecked() |
	    m_filter_status_full->IsChecked() |
	    m_filter_status_open->IsChecked()) {
		bool bResult = false;

		if (m_filter_highlighted->IsChecked()) {
			try {
				wxString host = TowxString(battle.GetFounder().GetNick());
				bResult = useractions().DoActionOnUser(UserActions::ActHighlight, host);

				if (!bResult)
					for (unsigned int i = 0; i < battle.GetNumUsers(); ++i) {
						wxString name = TowxString(battle.GetUser(i).GetNick());
						if (useractions().DoActionOnUser(UserActions::ActHighlight, name)) {
							bResult = true;
							break;
						}
					}
			} catch (...) {
			}
		}


		//Battle Status Check
		if (m_filter_status_start->GetValue())
			bResult |= battle.GetInGame();

		if (m_filter_status_locked->GetValue())
			bResult |= battle.IsLocked();

		if (m_filter_status_pass->GetValue())
			bResult |= battle.IsPassworded();

		if (m_filter_status_full->GetValue())
			bResult |= battle.IsFull();

		if (m_filter_status_open->GetValue())
			bResult |= (!battle.IsPassworded() && !battle.IsLocked() && !battle.GetInGame() && !battle.IsFull());

		if (bResult == false)
			return false;
	}

	//Rank Check

	/** @fixme Is `nonsenserank' useful, or can it be removed?  Why is
   * it here in the first place?
   */
	/* `Nonsense', in this context, apparently means that the battle
   * requires rank 100, exactly, AND we're filtering for values less
   * than some number.
   */
	bool nonsenserank = (m_filter_rank_mode == BUTTON_MODE_SMALLER) && (battle.GetRankNeeded() == 100);

	if (m_filter_rank_choice_value != -1 /* don't have "all" selected */
	    && !nonsenserank		     /* Nonsensical `nonsenserank' flag isn't set. */
	    && !_IntCompare(battle.GetRankNeeded(), m_filter_rank_choice_value, m_filter_rank_mode))
		return false;

	//Player Check
	if ((m_filter_player_choice_value != -1) && !_IntCompare(battle.GetNumUsers() - battle.GetSpectators(), m_filter_player_choice_value, m_filter_player_mode))
		return false;

	//MaxPlayer Check
	if ((m_filter_maxplayer_choice_value != -1) && !_IntCompare(battle.GetMaxPlayers(), m_filter_maxplayer_choice_value, m_filter_maxplayer_mode))
		return false;

	//Spectator Check
	if ((m_filter_spectator_choice_value != -1) && !_IntCompare(battle.GetSpectators(), m_filter_spectator_choice_value, m_filter_spectator_mode))
		return false;

	//Only Maps i have Check
	if (m_filter_map_show->GetValue() && !battle.MapExists())
		return false;

	//Only Mods i have Check
	if (m_filter_mod_show->GetValue() && !battle.GameExists())
		return false;

	//Strings Plain Text & RegEx Check (Case insensitiv)

	//Description:
	if (!StringMatches(TowxString(battle.GetDescription()),
			   m_filter_description_edit->GetValue(),
			   m_filter_description_expression))
		return false;

	//Host:
	try { //!TODO
		if (!StringMatches(TowxString(battle.GetFounder().GetNick()),
				   m_filter_host_edit->GetValue(),
				   m_filter_host_expression))
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:


注:本文中的IBattle::GetInGame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。