本文整理汇总了C++中Mover::setSelected方法的典型用法代码示例。如果您正苦于以下问题:C++ Mover::setSelected方法的具体用法?C++ Mover::setSelected怎么用?C++ Mover::setSelected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Mover
的用法示例。
在下文中一共展示了Mover::setSelected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: update
void ForceGroupBar::update( )
{
bool bSelect = userInput->isLeftClick();
bool bCommand = useLeftRightMouseProfile ? userInput->isRightClick() : userInput->isLeftClick();
bool shiftDn = userInput->getKeyDown( KEY_LSHIFT ) ? true : false;
bool bCamera = useLeftRightMouseProfile ? (userInput->isLeftDoubleClick()) : (userInput->isRightClick() && !userInput->isRightDrag());
bool bForceGroup = useLeftRightMouseProfile ? (userInput->isLeftDoubleClick()) : userInput->isLeftDoubleClick();
if ( bCamera )
bSelect = 0;
Stuff::Vector2DOf<long> screen;
screen.x = userInput->getMouseX();
screen.y = userInput->getMouseY();
if ( screen.x > FORCEGROUP_LEFT && screen.x < FORCEGROUP_LEFT + FORCEGROUP_WIDTH
&& screen.y > FORCEGROUP_TOP )
{
if ( ControlGui::instance->isSelectingInfoObject() )
userInput->setMouseCursor( mState_INFO );
else if ( ControlGui::instance->getRepair() )
userInput->setMouseCursor( mState_XREPAIR );
else if ( MissionInterfaceManager::instance()->hotKeyIsPressed( EJECT_COMMAND_INDEX ) )
userInput->setMouseCursor( mState_EJECT );
else
userInput->setMouseCursor( mState_NORMAL );
helpTextID = IDS_FORCEGROUP_BAR_DESC;
helpTextHeaderID = IDS_FORCEGROUP_BAR;
}
// unselect all if appropriate
if ( bSelect && !shiftDn && inRegion(screen.x, screen.y)
&& !ControlGui::instance->isSelectingInfoObject() && (!ControlGui::instance->getRepair()
&& !MissionInterfaceManager::instance()->hotKeyIsPressed( EJECT_COMMAND_INDEX )
&& !ControlGui::instance->getGuard()
|| useLeftRightMouseProfile) )
{
Team* pTeam = Team::home;
for ( int i = 0; i < pTeam->rosterSize; ++i )
{
Mover* pMover = (Mover*)pTeam->getMover( i );
if (pMover->getCommander()->getId() == Commander::home->getId())
{
pMover->setSelected( false );
}
}
}
// remove dead mechs
for ( int t = 0; t < iconCount; ++t )
{
if ( (icons[t]->unit->isDestroyed() || icons[t]->unit->isDisabled()) && !icons[t]->unit->recoverBuddyWID )
{
if ( !icons[t]->isAnimatingDeath() )
icons[t]->beginDeathAnimation();
if ( icons[t]->deathAnimationOver() || icons[t]->unit->causeOfDeath == POWER_USED_UP )
{
delete icons[t];
iconCount --;
memmove( &icons[t], &icons[t] + 1, (iconCount - t) * sizeof (ForceGroupIcon*) );
icons[iconCount] = 0;
}
}
}
qsort( icons, iconCount, sizeof( ForceGroupIcon* ), ForceGroupIcon::sort );
for ( int i = 0; i < iconCount; i++ )
{
icons[i]->setLocationIndex( i );
}
for ( i = 0; i < iconCount; ++i )
{
if ( icons[i]->inRegion( screen.x, screen.y ) )
{
icons[i]->unit->setTargeted(true);
if ( ControlGui::instance->getRepair() )
{
if ( !MissionInterfaceManager::instance()->canRepair(icons[i]->unit ) )
{
userInput->setMouseCursor( mState_XREPAIR );
// need to go back and unselect everything
if ( bSelect )
{
if ( !shiftDn )
{
Team* pTeam = Team::home;
for ( int j = 0; j < pTeam->rosterSize; ++j )
{
Mover* pMover = (Mover*)pTeam->getMover( j );
if (pMover->getCommander()->getId() == Commander::home->getId())
{
pMover->setSelected( false );
//.........这里部分代码省略.........