本文整理匯總了C++中CEvents::PreEventPulse方法的典型用法代碼示例。如果您正苦於以下問題:C++ CEvents::PreEventPulse方法的具體用法?C++ CEvents::PreEventPulse怎麽用?C++ CEvents::PreEventPulse使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類CEvents
的用法示例。
在下文中一共展示了CEvents::PreEventPulse方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: CallEvent
bool CClientEntity::CallEvent ( const char* szName, const CLuaArguments& Arguments, bool bCallOnChildren )
{
g_pClientGame->GetDebugHookManager()->OnPreEvent( szName, Arguments, this, NULL );
TIMEUS startTime = GetTimeUs ();
CEvents* pEvents = g_pClientGame->GetEvents();
// Make sure our event-manager knows we're about to call an event
pEvents->PreEventPulse ();
// Call the event on our parents/us first
CallParentEvent ( szName, Arguments, this );
if ( bCallOnChildren )
{
// Call it on all our children
CallEventNoParent ( szName, Arguments, this );
}
// Tell the event manager that we're done calling the event
pEvents->PostEventPulse ();
if ( IS_TIMING_CHECKPOINTS() )
{
TIMEUS deltaTimeUs = GetTimeUs () - startTime;
if ( deltaTimeUs > 10000 )
TIMING_DETAIL( SString ( "Event: %s [%d ms]", szName, deltaTimeUs / 1000 ) );
}
g_pClientGame->GetDebugHookManager()->OnPostEvent( szName, Arguments, this, NULL );
// Return whether it got cancelled or not
return ( !pEvents->WasEventCancelled () );
}
示例2: CallEvent
bool CElement::CallEvent ( const char* szName, const CLuaArguments& Arguments, CPlayer* pCaller )
{
CEvents* pEvents = g_pGame->GetEvents();
// Make sure our event-manager knows we're about to call an event
pEvents->PreEventPulse ();
// Call the event on our parents/us first
CallParentEvent ( szName, Arguments, this, pCaller );
// Call it on all our children
CallEventNoParent ( szName, Arguments, this, pCaller );
// Tell the event manager that we're done calling the event
pEvents->PostEventPulse ();
// Return whether our event was cancelled or not
return ( !pEvents->WasEventCancelled () );
}
示例3: CallEvent
bool CClientEntity::CallEvent ( const char* szName, const CLuaArguments& Arguments, bool bCallOnChildren )
{
CEvents* pEvents = g_pClientGame->GetEvents();
// Make sure our event-manager knows we're about to call an event
pEvents->PreEventPulse ();
// Call the event on our parents/us first
CallParentEvent ( szName, Arguments, this );
if ( bCallOnChildren )
{
// Call it on all our children
CallEventNoParent ( szName, Arguments, this );
}
// Tell the event manager that we're done calling the event
pEvents->PostEventPulse ();
// Return whether it got cancelled or not
return ( !pEvents->WasEventCancelled () );
}