本文整理汇总了C++中Tool::GetIdentifier方法的典型用法代码示例。如果您正苦于以下问题:C++ Tool::GetIdentifier方法的具体用法?C++ Tool::GetIdentifier怎么用?C++ Tool::GetIdentifier使用的例子?那么恭喜您, 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Tool
的用法示例。
在下文中一共展示了Tool::GetIdentifier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: Update
void GameController::Update()
{
ui::Point pos = gameView->GetMousePosition();
gameModel->GetRenderer()->mousePos = PointTranslate(pos);
if (pos.X < XRES && pos.Y < YRES)
gameView->SetSample(gameModel->GetSimulation()->GetSample(PointTranslate(pos).X, PointTranslate(pos).Y));
else
gameView->SetSample(gameModel->GetSimulation()->GetSample(pos.X, pos.Y));
Simulation * sim = gameModel->GetSimulation();
sim->update_particles();
//if either STKM or STK2 isn't out, reset it's selected element. Defaults to PT_DUST unless right selected is something else
//This won't run if the stickmen dies in a frame, since it respawns instantly
if (!sim->player.spwn || !sim->player2.spwn)
{
int rightSelected = PT_DUST;
Tool * activeTool = gameModel->GetActiveTool(1);
if (activeTool->GetIdentifier().find("DEFAULT_PT_") != activeTool->GetIdentifier().npos)
{
int sr = activeTool->GetToolID();
if ((sr>0 && sr<PT_NUM && sim->elements[sr].Enabled && sim->elements[sr].Falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT || sr == PT_LIGH)
rightSelected = sr;
}
if (!sim->player.spwn)
sim->player.elem = rightSelected;
if (!sim->player2.spwn)
sim->player2.elem = rightSelected;
}
if(renderOptions && renderOptions->HasExited)
{
delete renderOptions;
renderOptions = NULL;
}
if(search && search->HasExited)
{
delete search;
search = NULL;
}
if(activePreview && activePreview->HasExited)
{
delete activePreview;
activePreview = NULL;
}
if(loginWindow && loginWindow->HasExited)
{
delete loginWindow;
loginWindow = NULL;
}
if(localBrowser && localBrowser->HasDone)
{
delete localBrowser;
localBrowser = NULL;
}
}
示例2: searchTools
void ElementSearchActivity::searchTools(std::string query)
{
firstResult = NULL;
for(std::vector<ToolButton*>::iterator iter = toolButtons.begin(), end = toolButtons.end(); iter != end; ++iter) {
delete *iter;
RemoveComponent(*iter);
}
toolButtons.clear();
ui::Point viewPosition = searchField->Position + ui::Point(2+0, searchField->Size.Y+2+8);
ui::Point current = ui::Point(0, 0);
std::string queryLower = std::string(query);
std::transform(queryLower.begin(), queryLower.end(), queryLower.begin(), ::tolower);
std::vector<Tool *> matches;
std::vector<Tool *> frontmatches;
std::vector<Tool *> exactmatches;
for(std::vector<Tool*>::const_iterator iter = tools.begin(), end = tools.end(); iter != end; ++iter)
{
std::string nameLower = std::string((*iter)->GetName());
std::transform(nameLower.begin(), nameLower.end(), nameLower.begin(), ::tolower);
if(!strcmp(nameLower.c_str(), queryLower.c_str()))
exactmatches.push_back(*iter);
else if(!strncmp(nameLower.c_str(), queryLower.c_str(), queryLower.length()))
frontmatches.push_back(*iter);
else if(strstr(nameLower.c_str(), queryLower.c_str()))
matches.push_back(*iter);
}
matches.insert(matches.begin(), frontmatches.begin(), frontmatches.end());
matches.insert(matches.begin(), exactmatches.begin(), exactmatches.end());
for(std::vector<Tool*>::const_iterator iter = matches.begin(), end = matches.end(); iter != end; ++iter)
{
Tool * tool = *iter;
if(!firstResult)
firstResult = tool;
VideoBuffer * tempTexture = tool->GetTexture(26, 14);
ToolButton * tempButton;
if(tempTexture)
tempButton = new ToolButton(current+viewPosition, ui::Point(30, 18), "", tool->GetIdentifier(), tool->GetDescription());
else
tempButton = new ToolButton(current+viewPosition, ui::Point(30, 18), tool->GetName(), tool->GetIdentifier(), tool->GetDescription());
tempButton->Appearance.SetTexture(tempTexture);
tempButton->Appearance.BackgroundInactive = ui::Colour(tool->colRed, tool->colGreen, tool->colBlue);
tempButton->SetActionCallback(new ToolAction(this, tool));
if(gameController->GetActiveTool(0) == tool)
{
tempButton->SetSelectionState(0); //Primary
}
else if(gameController->GetActiveTool(1) == tool)
{
tempButton->SetSelectionState(1); //Secondary
}
else if(gameController->GetActiveTool(2) == tool)
{
tempButton->SetSelectionState(2); //Tertiary
}
toolButtons.push_back(tempButton);
AddComponent(tempButton);
current.X += 31;
if(current.X + 30 > searchField->Size.X) {
current.X = 0;
current.Y += 19;
}
if(current.Y + viewPosition.Y + 18 > Size.Y-23)
break;
}
}
示例3: Update
void GameController::Update()
{
ui::Point pos = gameView->GetMousePosition();
gameModel->GetRenderer()->mousePos = PointTranslate(pos);
if (pos.X < XRES && pos.Y < YRES)
gameView->SetSample(gameModel->GetSimulation()->GetSample(PointTranslate(pos).X, PointTranslate(pos).Y));
else
gameView->SetSample(gameModel->GetSimulation()->GetSample(pos.X, pos.Y));
Simulation * sim = gameModel->GetSimulation();
sim->BeforeSim();
if (!sim->sys_pause || sim->framerender)
{
sim->UpdateParticles(0, NPART);
sim->AfterSim();
}
//if either STKM or STK2 isn't out, reset it's selected element. Defaults to PT_DUST unless right selected is something else
//This won't run if the stickmen dies in a frame, since it respawns instantly
if (!sim->player.spwn || !sim->player2.spwn)
{
int rightSelected = PT_DUST;
Tool * activeTool = gameModel->GetActiveTool(1);
if (activeTool->GetIdentifier().find("DEFAULT_PT_") != activeTool->GetIdentifier().npos)
{
int sr = activeTool->GetToolID();
if (sr && sim->IsValidElement(sr))
rightSelected = sr;
}
if (!sim->player.spwn)
Element_STKM::STKM_set_element(sim, &sim->player, rightSelected);
if (!sim->player2.spwn)
Element_STKM::STKM_set_element(sim, &sim->player2, rightSelected);
}
if(renderOptions && renderOptions->HasExited)
{
delete renderOptions;
renderOptions = NULL;
}
if(search && search->HasExited)
{
delete search;
search = NULL;
}
if(activePreview && activePreview->HasExited)
{
delete activePreview;
activePreview = NULL;
}
if(loginWindow && loginWindow->HasExited)
{
delete loginWindow;
loginWindow = NULL;
}
if(localBrowser && localBrowser->HasDone)
{
delete localBrowser;
localBrowser = NULL;
}
}