本文整理汇总了C++中NavigationStack::empty方法的典型用法代码示例。如果您正苦于以下问题:C++ NavigationStack::empty方法的具体用法?C++ NavigationStack::empty怎么用?C++ NavigationStack::empty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NavigationStack
的用法示例。
在下文中一共展示了NavigationStack::empty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: refreshScreen
void UI_Main::refreshScreen( unsigned int time, int clientState, int serverState,
bool demoPlaying, const char *demoName, bool demoPaused, unsigned int demoTime,
bool backGround, bool showCursor )
{
int i;
UI_Navigation::iterator it, it_next;
refreshState.time = time;
refreshState.clientState = clientState;
refreshState.serverState = serverState;
refreshState.drawBackground = backGround;
if( demoPlaying && !demoInfo.getPlaying() ) {
demoInfo.setName( demoName );
}
demoInfo.setTime( demoTime );
demoInfo.setPaused( demoPaused );
demoInfo.setPlaying( demoPlaying );
// postponed showing of the stacked document, we need to set the refresh state first
if( showNavigationStack ) {
UI_Navigation &navigation = navigations[UI_CONTEXT_MAIN];
NavigationStack *navigator = navigation.front();
navigator->showStack( true );
showNavigationStack = false;
}
// update necessary modules
if( serverBrowser )
serverBrowser->updateFrame();
if( demos )
demos->UpdateFrame();
if( ircchannels )
ircchannels->UpdateFrame();
if( clientState == CA_ACTIVE && invalidateAjaxCache ) {
gameajax->FlushCache();
invalidateAjaxCache = false;
}
// TODO: handle the intervalled functions in AS somehow,
// taking care that they are not called when menu is hidden.
// i may need to make the interface public..
BindFrame( asmodule );
// run incremental garbage collection
asmodule->garbageCollectOneStep();
for( i = 0; i < UI_NUM_CONTEXTS; i++ ) {
UI_Navigation &navigation = navigations[i];
NavigationStack *navigator = navigation.front();
// free empty navigation stacks
for( it = navigation.begin(); it != navigation.end(); it = it_next ) {
it_next = it;
it_next++;
NavigationStack *stack = *it;
if( stack != navigator && stack->empty() ) {
__delete__( stack );
navigation.erase( it );
}
}
}
// handle main menu context
if( menuVisible ) {
NavigationStack *navigator = navigations[UI_CONTEXT_MAIN].front();
if( !navigator->hasDocuments() ) {
// no documents on stack, release the key dest
showUI( false );
}
else {
if( showCursor ) {
rocketModule->hideCursor( UI_CONTEXT_MAIN, 0, RocketModule::HIDECURSOR_REFRESH );
gamepadCursorMove();
}
else {
rocketModule->hideCursor( UI_CONTEXT_MAIN, RocketModule::HIDECURSOR_REFRESH, 0 );
}
}
}
// rocket update+render
rocketModule->update();
if( quickMenuVisible ) {
rocketModule->render( UI_CONTEXT_QUICK );
}
if( menuVisible ) {
rocketModule->render( UI_CONTEXT_MAIN );
}
// mark the top stack document as viwed for history tracking
for( i = 0; i < UI_NUM_CONTEXTS; i++ ) {
UI_Navigation &navigation = navigations[i];
for( it = navigation.begin(); it != navigation.end(); ++it ) {
(*it)->markTopAsViewed();
}
}
//.........这里部分代码省略.........