本文整理汇总了C++中LLRadioGroup::setValue方法的典型用法代码示例。如果您正苦于以下问题:C++ LLRadioGroup::setValue方法的具体用法?C++ LLRadioGroup::setValue怎么用?C++ LLRadioGroup::setValue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LLRadioGroup
的用法示例。
在下文中一共展示了LLRadioGroup::setValue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: refresh
void ImpPrefsFonts::refresh()
{
LLRadioGroup* fonts = getChild<LLRadioGroup>("fonts");
if (fonts)
{
fonts->setValue( gSavedSettings.getString("FontChoice") );
}
}
示例2: refreshEnabledState
void LLFloaterPreference::refreshEnabledState()
{
LLCheckBoxCtrl* ctrl_reflections = getChild<LLCheckBoxCtrl>("Reflections");
LLRadioGroup* radio_reflection_detail = getChild<LLRadioGroup>("ReflectionDetailRadio");
// Reflections
BOOL reflections = gSavedSettings.getBOOL("VertexShaderEnable")
&& gGLManager.mHasCubeMap
&& LLCubeMap::sUseCubeMaps;
ctrl_reflections->setEnabled(reflections);
// Bump & Shiny
bool bumpshiny = gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps && LLFeatureManager::getInstance()->isFeatureAvailable("RenderObjectBump");
getChild<LLCheckBoxCtrl>("BumpShiny")->setEnabled(bumpshiny ? TRUE : FALSE);
radio_reflection_detail->setEnabled(ctrl_reflections->get() && reflections);
// Avatar Mode
// Enable Avatar Shaders
LLCheckBoxCtrl* ctrl_avatar_vp = getChild<LLCheckBoxCtrl>("AvatarVertexProgram");
// Avatar Render Mode
LLCheckBoxCtrl* ctrl_avatar_cloth = getChild<LLCheckBoxCtrl>("AvatarCloth");
S32 max_avatar_shader = LLViewerShaderMgr::instance()->mMaxAvatarShaderLevel;
ctrl_avatar_vp->setEnabled((max_avatar_shader > 0) ? TRUE : FALSE);
if (gSavedSettings.getBOOL("VertexShaderEnable") == FALSE ||
gSavedSettings.getBOOL("RenderAvatarVP") == FALSE)
{
ctrl_avatar_cloth->setEnabled(false);
}
else
{
ctrl_avatar_cloth->setEnabled(true);
}
// Vertex Shaders
// Global Shader Enable
LLCheckBoxCtrl* ctrl_shader_enable = getChild<LLCheckBoxCtrl>("BasicShaders");
// radio set for terrain detail mode
LLRadioGroup* mRadioTerrainDetail = getChild<LLRadioGroup>("TerrainDetailRadio"); // can be linked with control var
ctrl_shader_enable->setEnabled(LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable"));
BOOL shaders = ctrl_shader_enable->get();
if (shaders)
{
mRadioTerrainDetail->setValue(1);
mRadioTerrainDetail->setEnabled(FALSE);
}
else
{
mRadioTerrainDetail->setEnabled(TRUE);
}
// WindLight
LLCheckBoxCtrl* ctrl_wind_light = getChild<LLCheckBoxCtrl>("WindLightUseAtmosShaders");
// *HACK just checks to see if we can use shaders...
// maybe some cards that use shaders, but don't support windlight
ctrl_wind_light->setEnabled(ctrl_shader_enable->getEnabled() && shaders);
// now turn off any features that are unavailable
disableUnavailableSettings();
}