本文整理汇总了C++中Input::SetScreenJoystickVisible方法的典型用法代码示例。如果您正苦于以下问题:C++ Input::SetScreenJoystickVisible方法的具体用法?C++ Input::SetScreenJoystickVisible怎么用?C++ Input::SetScreenJoystickVisible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Input
的用法示例。
在下文中一共展示了Input::SetScreenJoystickVisible方法的2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: InitTouchInput
//------------------------------------------------------------------------------------------------------------------------------------------------------
void BaseApplication::InitTouchInput()
{
touchEnabled_ = true;
ResourceCache* cache = GetSubsystem<ResourceCache>();
Input* input = GetSubsystem<Input>();
XMLFile* layout = cache->GetResource<XMLFile>("UI/ScreenJoystick_Samples.xml");
const String& patchString = GetScreenJoystickPatchString();
if (!patchString.Empty())
{
// Patch the screen joystick layout further on demand
SharedPtr<XMLFile> patchFile(new XMLFile(context_));
if (patchFile->FromString(patchString))
layout->Patch(patchFile);
}
screenJoystickIndex_ = input->AddScreenJoystick(layout, cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, true);
}
示例2: HandleKeyDown
//------------------------------------------------------------------------------------------------------------------------------------------------------
void BaseApplication::HandleKeyDown(StringHash eventType, VariantMap& eventData)
{
using namespace Urho3D::KeyDown;
int key = eventData[P_KEY].GetInt();
// Close console (if open) or exit when ESC is pressed
if (key == Urho3D::KEY_ESC)
{
Console* console = GetSubsystem<Console>();
if (console->IsVisible())
console->SetVisible(false);
else
engine_->Exit();
}
// Toggle console with F1
else if (key == Urho3D::KEY_F1)
GetSubsystem<Console>()->Toggle();
// Toggle debug HUD with F2
else if (key == Urho3D::KEY_F2)
{
DebugHud* debugHud = GetSubsystem<DebugHud>();
if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL_MEMORY)
debugHud->SetMode(DEBUGHUD_SHOW_ALL);
else
debugHud->SetMode(DEBUGHUD_SHOW_NONE);
}
else if (key == KEY_F3)
{
DebugHud* debugHud = GetSubsystem<DebugHud>();
if (debugHud->GetMode() == 0 || debugHud->GetMode() == DEBUGHUD_SHOW_ALL)
debugHud->SetMode(DEBUGHUD_SHOW_ALL_MEMORY);
else
debugHud->SetMode(DEBUGHUD_SHOW_NONE);
}
// Common rendering quality controls, only when UI has no focused element
else if (!GetSubsystem<UI>()->GetFocusElement())
{
Renderer* renderer = GetSubsystem<Renderer>();
// Preferences / Pause
if (key == KEY_SELECT && touchEnabled_)
{
paused_ = !paused_;
Input* input = GetSubsystem<Input>();
if (screenJoystickSettingsIndex_ == M_MAX_UNSIGNED)
{
// Lazy initialization
ResourceCache* cache = GetSubsystem<ResourceCache>();
screenJoystickSettingsIndex_ = input->AddScreenJoystick(cache->GetResource<XMLFile>("UI/ScreenJoystickSettings_Samples.xml"), cache->GetResource<XMLFile>("UI/DefaultStyle.xml"));
}
else
input->SetScreenJoystickVisible(screenJoystickSettingsIndex_, paused_);
}
// Texture quality
else if (key == '1')
{
int quality = renderer->GetTextureQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetTextureQuality(quality);
}
// Material quality
else if (key == '2')
{
int quality = renderer->GetMaterialQuality();
++quality;
if (quality > QUALITY_HIGH)
quality = QUALITY_LOW;
renderer->SetMaterialQuality(quality);
}
// Specular lighting
else if (key == '3')
renderer->SetSpecularLighting(!renderer->GetSpecularLighting());
// Shadow rendering
else if (key == '4')
renderer->SetDrawShadows(!renderer->GetDrawShadows());
// Shadow map resolution
else if (key == '5')
{
int shadowMapSize = renderer->GetShadowMapSize();
shadowMapSize *= 2;
if (shadowMapSize > 2048)
shadowMapSize = 512;
renderer->SetShadowMapSize(shadowMapSize);
}
// Shadow depth and filtering quality
else if (key == '6')
//.........这里部分代码省略.........