当前位置: 首页>>代码示例>>C++>>正文


C++ display::get_teams方法代码示例

本文整理汇总了C++中display::get_teams方法的典型用法代码示例。如果您正苦于以下问题:C++ display::get_teams方法的具体用法?C++ display::get_teams怎么用?C++ display::get_teams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display的用法示例。


在下文中一共展示了display::get_teams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: status_table

void status_table(display& gui, int selected)
{
	std::stringstream heading;
	heading << HEADING_PREFIX << _("Leader") << COLUMN_SEPARATOR << ' ' << COLUMN_SEPARATOR
			<< _("Team")         << COLUMN_SEPARATOR
			<< _("Gold")         << COLUMN_SEPARATOR
			<< _("Villages")     << COLUMN_SEPARATOR
			<< _("status^Units") << COLUMN_SEPARATOR
			<< _("Upkeep")       << COLUMN_SEPARATOR
			<< _("Income");

	gui::menu::basic_sorter sorter;
	sorter.set_redirect_sort(0,1).set_alpha_sort(1).set_alpha_sort(2).set_numeric_sort(3)
		  .set_numeric_sort(4).set_numeric_sort(5).set_numeric_sort(6).set_numeric_sort(7);

	std::vector<std::string> items;
	std::vector<bool> leader_bools;
	items.push_back(heading.str());

	const gamemap& map = gui.get_map();
	const unit_map& units = gui.get_units();
	assert(&gui.get_teams() == resources::teams);
	const std::vector<team>& teams = gui.get_teams();

	const team& viewing_team = teams[gui.viewing_team()];

	unsigned total_villages = 0;
	// a variable to check if there are any teams to show in the table
	bool status_table_empty = true;

	//if the player is under shroud or fog, they don't get
	//to see details about the other sides, only their own
	//side, allied sides and a ??? is shown to demonstrate
	//lack of information about the other sides But he see
	//all names with in colors
	for(size_t n = 0; n != teams.size(); ++n) {
		if(teams[n].hidden()) {
			continue;
		}
		status_table_empty=false;

		const bool known = viewing_team.knows_about_team(n, network::nconnections() > 0);
		const bool enemy = viewing_team.is_enemy(n+1);

		std::stringstream str;

		const team_data data = gui.get_disp_context().calculate_team_data(teams[n],n+1);

		unit_map::const_iterator leader = units.find_leader(n + 1);
		std::string leader_name;
		//output the number of the side first, and this will
		//cause it to be displayed in the correct color
		if(leader != units.end()) {
			const bool fogged = viewing_team.fogged(leader->get_location());
			// Add leader image. If it's fogged
			// show only a random leader image.
			if (!fogged || known || game_config::debug) {
				str << IMAGE_PREFIX << leader->absolute_image();
				leader_bools.push_back(true);
				leader_name = leader->name();
			} else {
				str << IMAGE_PREFIX << std::string("units/unknown-unit.png");
				leader_bools.push_back(false);
				leader_name = "Unknown";
			}
	//	if (gamestate_.classification().campaign_type == game_classification::MULTIPLAYER)
	//			leader_name = teams[n].current_player();

#ifndef LOW_MEM
			str << leader->image_mods();
#endif
		} else {
			leader_bools.push_back(false);
		}
		str << COLUMN_SEPARATOR	<< team::get_side_highlight(n)
			<< leader_name << COLUMN_SEPARATOR
			<< (data.teamname.empty() ? teams[n].team_name() : data.teamname)
			<< COLUMN_SEPARATOR;

		if(!known && !game_config::debug) {
			// We don't spare more info (only name)
			// so let's go on next side ...
			items.push_back(str.str());
			continue;
		}

		if(game_config::debug) {
			str << utils::half_signed_value(data.gold) << COLUMN_SEPARATOR;
		} else if(enemy && viewing_team.uses_fog()) {
			str << ' ' << COLUMN_SEPARATOR;
		} else {
			str << utils::half_signed_value(data.gold) << COLUMN_SEPARATOR;
		}
		str << data.villages;
                if(!(viewing_team.uses_fog() || viewing_team.uses_shroud())) {
                        str << "/" << map.villages().size();
                }
		str << COLUMN_SEPARATOR
			<< data.units << COLUMN_SEPARATOR << data.upkeep << COLUMN_SEPARATOR
			<< (data.net_income < 0 ? font::BAD_TEXT : font::NULL_MARKUP) << utils::signed_value(data.net_income);
//.........这里部分代码省略.........
开发者ID:awleffew,项目名称:wesnoth,代码行数:101,代码来源:leader_scroll_dialog.cpp

示例2: scenario_settings_table

void scenario_settings_table(display& gui, int selected)
{
	std::stringstream heading;
	heading << HEADING_PREFIX << _("scenario settings^Leader") << COLUMN_SEPARATOR
			<< COLUMN_SEPARATOR
			<< _("scenario settings^Side")              << COLUMN_SEPARATOR
			<< _("scenario settings^Start\nGold")       << COLUMN_SEPARATOR
			<< _("scenario settings^Base\nIncome")      << COLUMN_SEPARATOR
			<< _("scenario settings^Gold Per\nVillage") << COLUMN_SEPARATOR
			<< _("scenario settings^Support Per\nVillage") << COLUMN_SEPARATOR
			<< _("scenario settings^Fog")               << COLUMN_SEPARATOR
			<< _("scenario settings^Shroud");

	gui::menu::basic_sorter sorter;
	sorter.set_redirect_sort(0,1).set_alpha_sort(1).set_numeric_sort(2)
		  .set_numeric_sort(3).set_numeric_sort(4).set_numeric_sort(5)
		  .set_numeric_sort(6).set_alpha_sort(7).set_alpha_sort(8);

	std::vector<std::string> items;
	std::vector<bool> leader_bools;
	items.push_back(heading.str());

	//const gamemap& map = gui.get_map();
	const unit_map& units = gui.get_units();
	const std::vector<team>& teams = gui.get_teams();

	const team& viewing_team = teams[gui.viewing_team()];
	bool settings_table_empty = true;
	bool fogged;

	for(size_t n = 0; n != teams.size(); ++n) {
		if(teams[n].hidden()) {
			continue;
		}
		settings_table_empty = false;

		std::stringstream str;
		unit_map::const_iterator leader = units.find_leader(n + 1);

		if(leader != units.end()) {
			// Add leader image. If it's fogged
			// show only a random leader image.
			fogged=viewing_team.fogged(leader->get_location());
			if (!fogged || viewing_team.knows_about_team(n, network::nconnections() > 0) || game_config::debug) {
				str << IMAGE_PREFIX << leader->absolute_image();
				leader_bools.push_back(true);
			} else {
				str << IMAGE_PREFIX << std::string("units/unknown-unit.png");
				leader_bools.push_back(false);
			}
#ifndef LOW_MEM
			str << "~RC(" << leader->team_color() << '>'
			    << team::get_side_color_index(n+1) << ")";
#endif
		} else {
			leader_bools.push_back(false);
		}

		str << COLUMN_SEPARATOR	<< team::get_side_highlight(n)
			<< teams[n].current_player() << COLUMN_SEPARATOR
			<< n + 1 << COLUMN_SEPARATOR
			<< teams[n].start_gold() << COLUMN_SEPARATOR
			<< teams[n].base_income() << COLUMN_SEPARATOR
			<< teams[n].village_gold() << COLUMN_SEPARATOR
			<< teams[n].village_support() << COLUMN_SEPARATOR
			<< (teams[n].uses_fog()    ? _("yes") : _("no")) << COLUMN_SEPARATOR
			<< (teams[n].uses_shroud() ? _("yes") : _("no")) << COLUMN_SEPARATOR;

		items.push_back(str.str());
	}

	if (settings_table_empty)
	{
		// no sides to show - display empty table
		std::stringstream str;
		for (int i=0;i<8;++i)
			str << " " << COLUMN_SEPARATOR;
		leader_bools.push_back(false);
		items.push_back(str.str());
	}
	int result = 0;
	{
		leader_scroll_dialog slist(gui, _("Scenario Settings"), leader_bools, selected, gui::DIALOG_BACK);
		slist.set_menu(items, &sorter);
		slist.get_menu().move_selection(selected);
		slist.add_button(new gui::dialog_button(gui.video(), _(" < Back"),
				gui::button::TYPE_PRESS, gui::DIALOG_BACK),
				gui::dialog::BUTTON_EXTRA_LEFT);
		result = slist.show();
		selected = slist.get_menu().selection();
	} // this will kill the dialog before scrolling

	if (result >= 0) {
		//TODO
		//gui_->scroll_to_leader(units_, selected+1);
	}
	else if (result == gui::DIALOG_BACK)
		status_table(gui, selected);
}
开发者ID:awleffew,项目名称:wesnoth,代码行数:99,代码来源:leader_scroll_dialog.cpp


注:本文中的display::get_teams方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。