本文整理汇总了C++中WBEvent::GetEventName方法的典型用法代码示例。如果您正苦于以下问题:C++ WBEvent::GetEventName方法的具体用法?C++ WBEvent::GetEventName怎么用?C++ WBEvent::GetEventName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WBEvent
的用法示例。
在下文中一共展示了WBEvent::GetEventName方法的15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: if
/*virtual*/ void WBCompOwner::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
Super::HandleEvent( Event );
// Bit of a hack; OnEquipped is sent from Eldritch code and this lives in Workbench.
STATIC_HASHED_STRING( OnEquipped );
STATIC_HASHED_STRING( SetOwner );
const HashedString EventName = Event.GetEventName();
if( EventName == sOnEquipped )
{
STATIC_HASHED_STRING( Owner );
WBEntity* const pOwner = Event.GetEntity( sOwner );
SetOwner( pOwner );
}
else if( EventName == sSetOwner )
{
STATIC_HASHED_STRING( NewOwner );
WBEntity* const pNewOwner = Event.GetEntity( sNewOwner );
SetOwner( pNewOwner );
}
}
示例2: Wake
/*virtual*/ void WBCompEldSleeper::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
Super::HandleEvent(Event);
STATIC_HASHED_STRING(OnDamaged);
STATIC_HASHED_STRING(OnAINoise);
const HashedString EventName = Event.GetEventName();
if (EventName == sOnDamaged) {
Wake();
} else if (EventName == sOnAINoise) {
STATIC_HASHED_STRING(EventOwner);
WBEntity* const pEventOwner = Event.GetEntity(sEventOwner);
ASSERT(pEventOwner);
if (pEventOwner == GetEntity()) {
// Ignore AI noises from self (see SensorHearing for more details).
} else {
STATIC_HASHED_STRING(NoiseLocation);
const Vector NoiseLocation = Event.GetVector(sNoiseLocation);
STATIC_HASHED_STRING(NoiseRadius);
const float NoiseRadius = Event.GetFloat(sNoiseRadius);
HandleNoise(NoiseLocation, NoiseRadius);
}
}
}
示例3: if
/*virtual*/ void WBCompEldLight::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
Super::HandleEvent( Event );
STATIC_HASHED_STRING( OnMoved );
STATIC_HASHED_STRING( OnDestroyed );
STATIC_HASHED_STRING( AddLight );
STATIC_HASHED_STRING( RemoveLight );
const HashedString EventName = Event.GetEventName();
if( EventName == sOnMoved )
{
if( m_DeferAddLight )
{
// Do nothing
}
else
{
AddLight();
}
}
else if( EventName == sAddLight )
{
AddLight();
}
else if( EventName == sOnDestroyed || EventName == sRemoveLight )
{
RemoveLight();
}
}
示例4: GetEntity
/*virtual*/ void WBCompEldRope::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
Super::HandleEvent(Event);
STATIC_HASHED_STRING(OnWorldChanged);
STATIC_HASHED_STRING(OnStaticCollisionChanged);
STATIC_HASHED_STRING(OnInitialOrientationSet);
const HashedString EventName = Event.GetEventName();
if (EventName == sOnWorldChanged || EventName == sOnStaticCollisionChanged) {
if (m_Dropped) {
// If anchor is removed, destroy the rope (and drop anyone climbing on
// it!)
CollisionInfo Info;
Info.m_CollideWorld = true;
Info.m_CollideEntities = true;
Info.m_CollidingEntity = GetEntity();
Info.m_UserFlags = EECF_CollideAsEntity | EECF_CollideStaticEntities;
EldritchWorld* const pWorld = GetWorld();
if (!pWorld->PointCheck(m_Anchor, Info)) {
GetEntity()->Destroy();
}
}
} else if (EventName == sOnInitialOrientationSet) {
DropRope();
}
}
示例5: if
/*virtual*/ void WBCompEldHard::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
Super::HandleEvent( Event );
STATIC_HASHED_STRING( SetHard );
STATIC_HASHED_STRING( PushPersistence );
STATIC_HASHED_STRING( PullPersistence );
const HashedString EventName = Event.GetEventName();
if( EventName == sSetHard )
{
m_Hard = true;
// Broadcast event to everything with an EldHardListener component.
WB_MAKE_EVENT( NotifyHardModeSet, NULL );
WB_DISPATCH_EVENT( GetEventManager(), NotifyHardModeSet, NULL );
}
else if( EventName == sPushPersistence )
{
PushPersistence();
}
else if( EventName == sPullPersistence )
{
PullPersistence();
}
}
示例6: PostQuitMessage
/*virtual*/ void Framework3D::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
STATIC_HASHED_STRING(QuitGame);
STATIC_HASHED_STRING(ResetRenderer);
STATIC_HASHED_STRING(ConditionalRefreshDisplay);
STATIC_HASHED_STRING(RefreshDisplay);
const HashedString EventName = Event.GetEventName();
if (EventName == sQuitGame) {
#if BUILD_WINDOWS_NO_SDL
XTRACE_NAMED(PostQuitMessage);
PostQuitMessage(0);
#endif
#if BUILD_SDL
SDL_Event QuitEvent;
QuitEvent.type = SDL_QUIT;
const int Success = SDL_PushEvent(&QuitEvent);
ASSERT(Success);
Unused(Success);
#endif
} else if (EventName == sResetRenderer) {
ResetRenderer();
} else if (EventName == sConditionalRefreshDisplay) {
ConditionalRefreshDisplay();
} else if (EventName == sRefreshDisplay) {
RefreshDisplay(m_Display->m_Fullscreen, m_Display->m_Width,
m_Display->m_Height);
}
}
示例7: if
/*virtual*/ void UIScreenEldMirror::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
STATIC_HASHED_STRING( SetHeadMesh );
STATIC_HASHED_STRING( SetBodyMesh );
const HashedString EventName = Event.GetEventName();
if( EventName == sSetHeadMesh )
{
STATIC_HASHED_STRING( HeadMesh );
const SimpleString HeadMesh = Event.GetString( sHeadMesh );
STATIC_HASHED_STRING( HeadTexture );
const SimpleString HeadTexture = Event.GetString( sHeadTexture );
SetHeadMesh( HeadMesh, HeadTexture );
}
else if( EventName == sSetBodyMesh )
{
STATIC_HASHED_STRING( BodyMesh );
const SimpleString BodyMesh = Event.GetString( sBodyMesh );
STATIC_HASHED_STRING( BodyTexture );
const SimpleString BodyTexture = Event.GetString( sBodyTexture );
SetBodyMesh( BodyMesh, BodyTexture );
}
}
示例8: PublishToHUD
/*virtual*/ void WBCompEldEndgameCounter::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
Super::HandleEvent(Event);
STATIC_HASHED_STRING(OnInitialized);
STATIC_HASHED_STRING(IncrementEndgameCount);
STATIC_HASHED_STRING(PushPersistence);
STATIC_HASHED_STRING(PullPersistence);
const HashedString EventName = Event.GetEventName();
if (EventName == sOnInitialized) {
if (m_Count > 0) {
PublishToHUD();
} else {
SetHUDHidden(true);
}
} else if (EventName == sIncrementEndgameCount) {
++m_Count;
PublishToHUD();
} else if (EventName == sPushPersistence) {
PushPersistence();
} else if (EventName == sPullPersistence) {
PullPersistence();
}
}
示例9: if
/*virtual*/ void WBCompEldAnchor::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
Super::HandleEvent( Event );
STATIC_HASHED_STRING( OnSpawnedQueued );
STATIC_HASHED_STRING( OnWorldChanged );
STATIC_HASHED_STRING( OnStaticCollisionChanged );
STATIC_HASHED_STRING( Unanchor );
const HashedString EventName = Event.GetEventName();
if( EventName == sOnSpawnedQueued )
{
SetAnchor();
}
else if( EventName == sOnWorldChanged || EventName == sOnStaticCollisionChanged )
{
if( m_IsAnchored )
{
CheckAnchor();
}
}
else if( EventName == sUnanchor )
{
if( m_IsAnchored )
{
// Forcibly unanchor the entity
Unanchor();
}
}
}
示例10: PublishToHUD
/*virtual*/ void WBCompEldWallet::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
Super::HandleEvent(Event);
STATIC_HASHED_STRING(AddMoney);
STATIC_HASHED_STRING(RemoveMoney);
STATIC_HASHED_STRING(OnInitialized);
STATIC_HASHED_STRING(PushPersistence);
STATIC_HASHED_STRING(PullPersistence);
const HashedString EventName = Event.GetEventName();
if (EventName == sOnInitialized) {
PublishToHUD();
} else if (EventName == sAddMoney) {
STATIC_HASHED_STRING(Money);
const uint Money = Event.GetInt(sMoney);
STATIC_HASHED_STRING(ShowPickupScreen);
const bool ShowPickupScreen = Event.GetBool(sShowPickupScreen);
AddMoney(Money, ShowPickupScreen);
} else if (EventName == sRemoveMoney) {
STATIC_HASHED_STRING(Money);
const uint Money = Event.GetInt(sMoney);
RemoveMoney(Money);
} else if (EventName == sPushPersistence) {
PushPersistence();
} else if (EventName == sPullPersistence) {
PullPersistence();
}
}
示例11: if
/*virtual*/ void WBCompEldLock::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
Super::HandleEvent( Event );
STATIC_HASHED_STRING( OnSpawned );
STATIC_HASHED_STRING( Unlock );
const HashedString EventName = Event.GetEventName();
if( EventName == sOnSpawned )
{
EldritchPersistence* const pPersistence = GetGame()->GetPersistence();
ASSERT( pPersistence );
if( pPersistence->IsOpenLock( m_Key ) )
{
Unlock();
}
}
else if( EventName == sUnlock )
{
Unlock();
}
}
示例12: STATICHASH
/*virtual*/ void EldritchFramework::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
Framework3D::HandleEvent(Event);
STATIC_HASHED_STRING(ToggleInvertY);
STATIC_HASHED_STRING(ToggleFullscreen);
STATIC_HASHED_STRING(OnSliderChanged);
STATIC_HASHED_STRING(WritePrefsConfig);
STATIC_HASHED_STRING(CheckForUpdates);
const HashedString EventName = Event.GetEventName();
if (EventName == sToggleInvertY) {
XTRACE_NAMED(ToggleInvertY);
// TODO: Also invert controller? Or on a separate button?
STATIC_HASHED_STRING(TurnY);
const bool InvertY = !m_InputSystem->GetMouseInvert(sTurnY);
m_InputSystem->SetMouseInvert(sTurnY, InvertY);
m_InputSystem->SetControllerInvert(sTurnY, InvertY);
// Publish config var so UI can reflect the change.
// I could make input system publish config vars for each adjustment, but
// that seems wasteful since most inputs currently have no adjustment.
STATICHASH(InvertY);
ConfigManager::SetBool(sInvertY, InvertY);
} else if (EventName == sToggleFullscreen) {
XTRACE_NAMED(ToggleFullscreen);
ToggleFullscreen();
} else if (EventName == sOnSliderChanged) {
XTRACE_NAMED(OnSliderChanged);
STATIC_HASHED_STRING(SliderName);
const HashedString SliderName = Event.GetHash(sSliderName);
STATIC_HASHED_STRING(SliderValue);
const float SliderValue = Event.GetFloat(sSliderValue);
HandleUISliderEvent(SliderName, SliderValue);
} else if (EventName == sWritePrefsConfig) {
XTRACE_NAMED(WritePrefsConfig);
WritePrefsConfig();
} else if (EventName == sCheckForUpdates) {
#if BUILD_WINDOWS && !BUILD_STEAM
XTRACE_NAMED(CheckForUpdates);
// So I can compile updating out of certain builds.
STATICHASH(Framework);
STATICHASH(CheckForUpdates);
const bool CheckForUpdates =
ConfigManager::GetBool(sCheckForUpdates, true, sFramework);
if (CheckForUpdates) {
m_CheckForUpdates->Check(false, true);
}
#endif
}
}
示例13:
/*virtual*/ void WBCompEldIcicles::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
Super::HandleEvent( Event );
STATIC_HASHED_STRING( OnTouched );
const HashedString EventName = Event.GetEventName();
// TODO
Unused( EventName );
}
示例14: Tick
/*virtual*/ void WBCompEldThinker::HandleEvent(const WBEvent& Event) {
XTRACE_FUNCTION;
WBEldritchComponent::HandleEvent(Event);
STATIC_HASHED_STRING(TickThinkers);
const HashedString EventName = Event.GetEventName();
if (EventName == sTickThinkers) {
Tick(0.0f);
}
}
示例15: if
/*virtual*/ void WBCompEldPickup::HandleEvent( const WBEvent& Event )
{
XTRACE_FUNCTION;
Super::HandleEvent( Event );
STATIC_HASHED_STRING( OnFrobbed );
STATIC_HASHED_STRING( OnPurchaseBuy );
STATIC_HASHED_STRING( OnPurchaseSteal );
STATIC_HASHED_STRING( OnShopkeeperDied );
const HashedString EventName = Event.GetEventName();
if( EventName == sOnShopkeeperDied )
{
m_Price = 0;
}
else if( EventName == sOnFrobbed )
{
STATIC_HASHED_STRING( Frobber );
WBEntity* const pFrobber = Event.GetEntity( sFrobber );
ASSERT( pFrobber );
if( m_Price > 0 )
{
SellItemTo( pFrobber );
}
else
{
GiveItemTo( pFrobber );
}
}
else if( EventName == sOnPurchaseBuy )
{
if( this == sm_PurchasePickup )
{
ASSERT( sm_Purchaser );
AcceptPaymentFrom( sm_Purchaser );
NotifyPurchasedBy( sm_Purchaser );
GiveItemTo( sm_Purchaser );
}
}
else if( EventName == sOnPurchaseSteal )
{
if( this == sm_PurchasePickup )
{
ASSERT( sm_Purchaser );
NotifyTheftBy( sm_Purchaser );
GiveItemTo( sm_Purchaser );
}
}
}