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C++ shouldQuit函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中shouldQuit函数的典型用法代码示例。如果您正苦于以下问题:C++ shouldQuit函数的具体用法?C++ shouldQuit怎么用?C++ shouldQuit使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了shouldQuit函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: clearKeyQueue

int AgiEngine::waitAnyKey() {
	int key = 0;

	clearKeyQueue();

	debugC(3, kDebugLevelInput, "waiting... (any key)");
	while (!(shouldQuit() || _restartGame)) {
		pollTimer();
		key = doPollKeyboard();
		if (key)
			break;
		_gfx->doUpdate();
	}

	// Have to clear it as original did not set this variable, and we do it in doPollKeyboard()
	_game.keypress = 0;

	return key;
}
开发者ID:0xf1sh,项目名称:scummvm,代码行数:19,代码来源:keyboard.cpp


示例2: onStart

    void App::run()
    {
        window_->show();
        
        onStart();
        double last_update_time = getTime();

        while (!shouldQuit())
        {
            processEvents();
            double update_time = getTime();
            double dt = update_time - last_update_time;
            last_update_time = update_time;
            onUpdate(dt);
            onRender();
            window_->swapBuffers();
        }
        onStop();
    }
开发者ID:eugeneyche,项目名称:tiny,代码行数:19,代码来源:app.cpp


示例3: seq_demo

Common::Error KyraEngine_LoK::go() {
	if (_res->getFileSize("6.FNT"))
		_screen->loadFont(Screen::FID_6_FNT, "6.FNT");
	_screen->loadFont(Screen::FID_8_FNT, "8FAT.FNT");

	_screen->setFont(_flags.lang == Common::JA_JPN ? Screen::FID_SJIS_FNT : Screen::FID_8_FNT);

	_screen->setScreenDim(0);

	_abortIntroFlag = false;

	if (_flags.isDemo && !_flags.isTalkie) {
		_seqPlayerFlag = true;
		seq_demo();
		_seqPlayerFlag = false;
	} else {
		setGameFlag(0xF3);
		setGameFlag(0xFD);
		if (_gameToLoad == -1) {
			setGameFlag(0xEF);
			_seqPlayerFlag = true;
			seq_intro();
			_seqPlayerFlag = false;

			if (_flags.isDemo) {
				_screen->fadeToBlack();
				return Common::kNoError;
			}

			if (shouldQuit())
				return Common::kNoError;

			if (_skipIntroFlag && _abortIntroFlag && saveFileLoadable(0))
				resetGameFlag(0xEF);
		}
		_eventList.clear();
		startup();
		resetGameFlag(0xEF);
		mainLoop();
	}
	return Common::kNoError;
}
开发者ID:CatalystG,项目名称:scummvm,代码行数:42,代码来源:kyra_lok.cpp


示例4: init

void App::run()
{
    init();
    onSetup();

    window_->show();
    while (!shouldQuit())
    {
        input_.update();
        timer_.update();
        processEvents();
        if (screen_)
        {
            screen_->onUpdate();
            screen_->onRender();
        }
        window_->swapBuffers();
    }
    destroy();
}
开发者ID:eugeneyche,项目名称:squid,代码行数:20,代码来源:app.cpp


示例5: invokeTestsuites

void TestbedEngine::invokeTestsuites(TestbedConfigManager &cfMan) {
	Common::Array<Testsuite *>::const_iterator iter;
	uint count = 1;
	Common::Point pt = Testsuite::getDisplayRegionCoordinates();
	int numSuitesEnabled = cfMan.getNumSuitesEnabled();

	if (!numSuitesEnabled)
		return;

	for (iter = _testsuiteList.begin(); iter != _testsuiteList.end(); iter++) {
		if (shouldQuit()) {
			return;
		}
		(*iter)->reset();
		if ((*iter)->isEnabled()) {
			Testsuite::updateStats("Testsuite", (*iter)->getName(), count++, numSuitesEnabled, pt);
			(*iter)->execute();
		}
	}
}
开发者ID:86400,项目名称:scummvm,代码行数:20,代码来源:testbed.cpp


示例6: checkAllMotions

void AgiEngine::interpretCycle() {
	int oldSound, oldScore;

	if (_game.playerControl)
		_game.vars[vEgoDir] = _game.viewTable[0].direction;
	else
		_game.viewTable[0].direction = _game.vars[vEgoDir];

	checkAllMotions();

	oldScore = _game.vars[vScore];
	oldSound = getflag(fSoundOn);

	_game.exitAllLogics = false;
	while (runLogic(0) == 0 && !(shouldQuit() || _restartGame)) {
		_game.vars[vWordNotFound] = 0;
		_game.vars[vBorderTouchObj] = 0;
		_game.vars[vBorderCode] = 0;
		oldScore = _game.vars[vScore];
		setflag(fEnteredCli, false);
		_game.exitAllLogics = false;
		resetControllers();
	}
	resetControllers();

	_game.viewTable[0].direction = _game.vars[vEgoDir];

	if (_game.vars[vScore] != oldScore || getflag(fSoundOn) != oldSound)
		writeStatus();

	_game.vars[vBorderTouchObj] = 0;
	_game.vars[vBorderCode] = 0;
	setflag(fNewRoomExec, false);
	setflag(fRestartGame, false);
	setflag(fRestoreJustRan, false);

	if (_game.gfxMode) {
		updateViewtable();
		_gfx->doUpdate();
	}
}
开发者ID:bluegr,项目名称:scummvm,代码行数:41,代码来源:cycle.cpp


示例7: snd_processEnvironmentalSoundEffect

bool KyraRpgEngine::snd_processEnvironmentalSoundEffect(int soundId, int block) {
	if (!_sound->sfxEnabled() || shouldQuit())
		return false;

	if (_environmentSfx)
		snd_playSoundEffect(_environmentSfx, _environmentSfxVol);

	int dist = 0;
	if (block) {
		dist = getBlockDistance(_currentBlock, block);
		if (dist > _envSfxDistThreshold) {
			_environmentSfx = 0;
			return false;
		}
	}

	_environmentSfx = soundId;
	_environmentSfxVol = (15 - ((block || (_flags.gameID == GI_LOL && dist < 2)) ? dist : 0)) << 4;

	return true;
}
开发者ID:MaddTheSane,项目名称:scummvm,代码行数:21,代码来源:kyra_rpg.cpp


示例8: initGraphics

void CineEngine::showSplashScreen() {
	Common::File file;
	if (!file.open("sony.lbm"))
		return;

	Image::IFFDecoder decoder;
	if (!decoder.loadStream(file))
		return;

	const Graphics::Surface *surface = decoder.getSurface();
	if (surface->getWidth() == 640 && surface->getHeight() == 480) {
		initGraphics(640, 480, true);

		const byte *palette = decoder.getPalette();
		int paletteColorCount = decoder.getPaletteColorCount();
		g_system->getPaletteManager()->setPalette(palette, 0, paletteColorCount);

		g_system->copyRectToScreen(surface->getPixels(), 640, 0, 0, 640, 480);
		g_system->updateScreen();

		Common::EventManager *eventMan = g_system->getEventManager();

		bool done = false;
		uint32 now = g_system->getMillis();

		while (!done && g_system->getMillis() - now < 2000) {
			Common::Event event;
			while (eventMan->pollEvent(event)) {
				if (event.type == Common::EVENT_KEYDOWN && event.kbd.keycode == Common::KEYCODE_ESCAPE) {
					done = true;
					break;
				}
				if (shouldQuit())
					done = true;
			}
		}
	}

	decoder.destroy();
}
开发者ID:project-cabal,项目名称:cabal,代码行数:40,代码来源:cine.cpp


示例9: loadCFIEC

/**
 * Main game loop. Handles potentially playing the game multiple times, such as if the player
 * loses, and chooses to start playing the game again.
 */
void MortevielleEngine::mainGame() {
	if (_reloadCFIEC)
		loadCFIEC();

	for (_crep = 1; _crep <= _x26KeyCount; ++_crep)
		decodeNumber(&_cfiecBuffer[161 * 16], (_cfiecBufferSize - (161 * 16)) / 64);

	_menu->initMenu();

	charToHour();
	initGame();
	clearScreen();
	drawRightFrame();
	_mouse->showMouse();

	// Loop to play the game
	do {
		playGame();
		if (shouldQuit())
			return;
	} while (!_quitGame);
}
开发者ID:AReim1982,项目名称:scummvm,代码行数:26,代码来源:mortevielle.cpp


示例10: while

void SherlockEngine::sceneLoop() {
	while (!shouldQuit() && _scene->_goToScene == -1) {
		// See if a script needs to be completed from either a goto room code,
		// or a script that was interrupted by another script
		if (_talk->_scriptMoreFlag == 1 || _talk->_scriptMoreFlag == 3)
			_talk->talkTo(_talk->_scriptName);
		else
			_talk->_scriptMoreFlag = 0;

		// Handle any input from the keyboard or mouse
		handleInput();

		if (_people->_savedPos.x == -1) {
			_canLoadSave = true;
			_scene->doBgAnim();
			_canLoadSave = false;
		}
	}

	_scene->freeScene();
	_people->freeWalk();
}
开发者ID:Cruel,项目名称:scummvm,代码行数:22,代码来源:sherlock.cpp


示例11: while

void DrasculaEngine::placeVonBraun(int pointX) {
	trackVonBraun = (pointX < vonBraunX) ? 0 : 1;
	vonBraunHasMoved = 1;

	while (!shouldQuit()) {
		updateEvents();
		updateRoom();
		updateScreen();
		if (trackVonBraun == 0) {
			vonBraunX = vonBraunX - 5;
			if (vonBraunX <= pointX)
				break;
		} else {
			vonBraunX = vonBraunX + 5;
			if (vonBraunX >= pointX)
				break;
		}
		pause(5);
	}

	vonBraunHasMoved = 0;
}
开发者ID:NickPepper,项目名称:scummvm,代码行数:22,代码来源:actors.cpp


示例12: getTime

bool AGOSEngine::kickoffTimeEvents() {
	uint32 cur_time;
	TimeEvent *te;
	bool result = false;

	if (getGameType() == GType_FF && _clockStopped)
		return result;

	cur_time = getTime() - _gameStoppedClock;

	while ((te = _firstTimeStruct) != NULL && te->time <= cur_time && !shouldQuit()) {
		result = true;
		_pendingDeleteTimeEvent = te;
		invokeTimeEvent(te);
		if (_pendingDeleteTimeEvent) {
			_pendingDeleteTimeEvent = NULL;
			delTimeEvent(te);
		}
	}

	return result;
}
开发者ID:St0rmcrow,项目名称:scummvm,代码行数:22,代码来源:event.cpp


示例13: CSTimeConsole

Common::Error MohawkEngine_CSTime::run() {
    MohawkEngine::run();

    _console = new CSTimeConsole(this);
    _gfx = new CSTimeGraphics(this);
    _cursor = new DefaultCursorManager(this, ID_CURS);

    _interface = new CSTimeInterface(this);

    _view = new CSTimeView(this);
    _view->setupView();
    _view->setModule(new CSTimeModule(this));

    while (!shouldQuit()) {
        switch (_state) {
        case kCSTStateStartup:
            // We just jump straight to the case for now.
            _state = kCSTStateNewCase;
            break;

        case kCSTStateNewCase:
            initCase();
            _state = kCSTStateNewScene;
            break;

        case kCSTStateNewScene:
            nextScene();
            _state = kCSTStateNormal;
            break;

        case kCSTStateNormal:
            update();
            break;
        }
    }

    return Common::kNoError;
}
开发者ID:peres,项目名称:scummvm,代码行数:38,代码来源:cstime.cpp


示例14: GUI_V2_BUTTON

void KyraEngine_HoF::bookLoop() {
	Button bookButtons[5];

	GUI_V2_BUTTON(bookButtons[0], 0x24, 0, 0, 1, 1, 1, 0x4487, 0, 0x82, 0xBE, 0x0A, 0x0A, 0xC7, 0xCF, 0xC7, 0xCF, 0xC7, 0xCF, 0);
	bookButtons[0].buttonCallback = BUTTON_FUNCTOR(KyraEngine_HoF, this, &KyraEngine_HoF::bookPrevPage);
	GUI_V2_BUTTON(bookButtons[1], 0x25, 0, 0, 1, 1, 1, 0x4487, 0, 0xB1, 0xBE, 0x0A, 0x0A, 0xC7, 0xCF, 0xC7, 0xCF, 0xC7, 0xCF, 0);
	bookButtons[1].buttonCallback = BUTTON_FUNCTOR(KyraEngine_HoF, this, &KyraEngine_HoF::bookNextPage);
	GUI_V2_BUTTON(bookButtons[2], 0x26, 0, 0, 1, 1, 1, 0x4487, 0, 0x8F, 0xBE, 0x21, 0x0A, 0xC7, 0xCF, 0xC7, 0xCF, 0xC7, 0xCF, 0);
	bookButtons[2].buttonCallback = BUTTON_FUNCTOR(KyraEngine_HoF, this, &KyraEngine_HoF::bookClose);
	GUI_V2_BUTTON(bookButtons[3], 0x27, 0, 0, 1, 1, 1, 0x4487, 0, 0x08, 0x08, 0x90, 0xB4, 0xC7, 0xCF, 0xC7, 0xCF, 0xC7, 0xCF, 0);
	bookButtons[3].buttonCallback = BUTTON_FUNCTOR(KyraEngine_HoF, this, &KyraEngine_HoF::bookPrevPage);
	GUI_V2_BUTTON(bookButtons[4], 0x28, 0, 0, 1, 1, 1, 0x4487, 0, 0xAA, 0x08, 0x8E, 0xB4, 0xC7, 0xCF, 0xC7, 0xCF, 0xC7, 0xCF, 0);
	bookButtons[4].buttonCallback = BUTTON_FUNCTOR(KyraEngine_HoF, this, &KyraEngine_HoF::bookNextPage);

	Button *buttonList = 0;

	for (uint i = 0; i < ARRAYSIZE(bookButtons); ++i)
		buttonList = _gui->addButtonToList(buttonList, &bookButtons[i]);

	showBookPage();
	_bookShown = true;
	while (_bookShown && !shouldQuit()) {
		checkInput(buttonList);
		removeInputTop();

		if (_bookCurPage != _bookNewPage) {
			_bookCurPage = _bookNewPage;
			_screen->clearPage(2);
			loadBookBkgd();
			showBookPage();
			snd_playSoundEffect(0x64);
			_screen->copyRegion(0, 0, 0, 0, 0x140, 0xC8, 2, 0, Screen::CR_NO_P_CHECK);
			_screen->updateScreen();
		}
		_system->delayMillis(10);
	}
	_screen->clearPage(2);
}
开发者ID:CatalystG,项目名称:scummvm,代码行数:38,代码来源:gui_hof.cpp


示例15: isCursorVisible

void DrasculaEngine::gotoObject(int pointX, int pointY) {
	bool cursorVisible = isCursorVisible();
	hideCursor();

	if (currentChapter == 5 || currentChapter == 6) {
		if (hare_se_ve == 0) {
			curX = roomX;
			curY = roomY;
			updateRoom();
			updateScreen();
			return;
		}
	}
	roomX = pointX;
	roomY = pointY;
	startWalking();

	while (!shouldQuit()) {
		updateRoom();
		updateScreen();
		updateEvents();
		if (characterMoved == 0)
			break;

		pause(3);
	}

	if (walkToObject == 1) {
		walkToObject = 0;
		trackProtagonist = trackFinal;
	}
	updateRoom();
	updateScreen();

	// roomNumber -2 is end credits. Do not show cursor there
	if (cursorVisible && roomNumber != -2)
		showCursor();
}
开发者ID:Templier,项目名称:scummvm-test,代码行数:38,代码来源:objects.cpp


示例16: while

void LabEngine::processJournal() {
	while (1) {
		IntuiMessage *msg = _event->getMsg();
		if (shouldQuit()) {
			_quitLab = true;
			return;
		}

		updateEvents();
		_graphics->screenUpdate();
		_system->delayMillis(10);

		if (!msg)
			continue;

		MessageClass msgClass  = msg->_msgClass;

		if ((msgClass == kMessageRightClick) ||
			((msgClass == kMessageRawKey) && (msg->_code == Common::KEYCODE_ESCAPE)))
			return;
		else if (msgClass == kMessageButtonUp) {
			uint16 buttonId  = msg->_code;
			if (buttonId == 0) {
				if (_journalPage >= 2) {
					_journalPage -= 2;
					drawJournal(1, false);
				}
			} else if (buttonId == 1) {
				return;
			} else if (buttonId == 2) {
				if (!_lastPage) {
					_journalPage += 2;
					drawJournal(2, false);
				}
			}
		}
	}	// while
}
开发者ID:86400,项目名称:scummvm,代码行数:38,代码来源:special.cpp


示例17: Init

Common::Error GagEngine::run()
{
	Init();

	Common::Error status;
	do
	{
		// do periodic processing
		uint32 time_start = _system->getMillis();
		status = Update();
		uint32 time_end = _system->getMillis();

		// wrap around check
		uint32 time_spent = time_end >= time_start ? time_end - time_start : std::numeric_limits<uint32>::max() - time_start + time_end + 1;

		// sleep remaining frame time
		uint time_for_frame = 1000 / _SCREEN_FPS;
		_system->delayMillis(time_spent < time_for_frame ? time_for_frame - time_spent : 0);
	}
	while(status.getCode() == Common::kNoError && !shouldQuit());

	return status;
}
开发者ID:superg,项目名称:scummvm,代码行数:23,代码来源:gag.cpp


示例18: flush_buffer

zchar Processor::stream_read_input(int max, zchar *buf, zword timeout, zword routine,
			  bool hot_keys, bool no_scripting) {
	zchar key = ZC_BAD;
	flush_buffer();

	// Remove initial input from the transscript file or from the screen
	if (ostream_script && enable_scripting && !no_scripting)
		script_erase_input(buf);

	// Read input line from current input stream
continue_input:

	do {
		if (istream_replay)
			key = replay_read_input(buf);
		else
			key = console_read_input(max, buf, timeout, key != ZC_BAD);
		if (shouldQuit())
			return ZC_BAD;
	} while (key == ZC_BAD);

	// Copy input line to the command file
	if (ostream_record && !istream_replay)
		record_write_input(buf, key);

	// Handle timeouts
	if (key == ZC_TIME_OUT)
	if (direct_call(routine) == 0)
		goto continue_input;

	// Copy input line to transscript file or to the screen
	if (ostream_script && enable_scripting && !no_scripting)
		script_write_input(buf, key);

	// Return terminating key
	return key;
}
开发者ID:Templier,项目名称:scummvm,代码行数:37,代码来源:processor_streams.cpp


示例19: initGraphics


//.........这里部分代码省略.........
		_object = new ObjectHandler_v1w(this);
		_normalTPS = 9;
		break;
	case kGameVariantH1Dos: // H1 DOS
		_file = new FileManager_v1d(this);
		_scheduler = new Scheduler_v1d(this);
		_intro = new intro_v1d(this);
		_screen = new Screen_v1d(this);
		_parser = new Parser_v1d(this);
		_object = new ObjectHandler_v1d(this);
		_normalTPS = 8;
		break;
	case kGameVariantH2Dos:
		_file = new FileManager_v2d(this);
		_scheduler = new Scheduler_v2d(this);
		_intro = new intro_v2d(this);
		_screen = new Screen_v1d(this);
		_parser = new Parser_v2d(this);
		_object = new ObjectHandler_v2d(this);
		_normalTPS = 8;
		break;
	case kGameVariantH3Dos:
		_file = new FileManager_v3d(this);
		_scheduler = new Scheduler_v3d(this);
		_intro = new intro_v3d(this);
		_screen = new Screen_v1d(this);
		_parser = new Parser_v3d(this);
		_object = new ObjectHandler_v3d(this);
		_normalTPS = 9;
		break;
	}

	if (!loadHugoDat())
		return Common::kUnknownError;

	// Use Windows-looking mouse cursor
	_screen->setCursorPal();
	_screen->resetInventoryObjId();

	_scheduler->initCypher();

	initStatus();                                   // Initialize game status
	initConfig();                                   // Initialize user's config
	if (!_status._doQuitFl) {
		initialize();
		resetConfig();                              // Reset user's config
		initMachine();

		// Start the state machine
		_status._viewState = kViewIntroInit;

		int16 loadSlot = Common::ConfigManager::instance().getInt("save_slot");
		if (loadSlot >= 0) {
			_status._skipIntroFl = true;
			_file->restoreGame(loadSlot);
		} else {
			_file->saveGame(0, "New Game");
		}
	}

	while (!_status._doQuitFl) {
		_screen->drawBoundaries();
		g_system->updateScreen();
		runMachine();

		// Handle input
		Common::Event event;
		while (_eventMan->pollEvent(event)) {
			switch (event.type) {
			case Common::EVENT_KEYDOWN:
				_parser->keyHandler(event);
				break;
			case Common::EVENT_MOUSEMOVE:
				_mouse->setMouseX(event.mouse.x);
				_mouse->setMouseY(event.mouse.y);
				break;
			case Common::EVENT_LBUTTONUP:
				_mouse->setLeftButton();
				break;
			case Common::EVENT_RBUTTONUP:
				_mouse->setRightButton();
				break;
			case Common::EVENT_QUIT:
				_status._doQuitFl = true;
				break;
			default:
				break;
			}
		}
		if (_status._helpFl) {
			_status._helpFl = false;
			_file->instructions();
		}

		_mouse->mouseHandler();                     // Mouse activity - adds to display list
		_screen->displayList(kDisplayDisplay);      // Blit the display list to screen
		_status._doQuitFl |= shouldQuit();           // update game quit flag
	}
	return Common::kNoError;
}
开发者ID:MaddTheSane,项目名称:scummvm,代码行数:101,代码来源:hugo.cpp


示例20: updateEvents

void LabEngine::doActions(const ActionList &actionList) {
	ActionList::const_iterator action;
	for (action = actionList.begin(); action != actionList.end(); ++action) {
		updateEvents();
		if (_quitLab || shouldQuit())
			return;

		switch (action->_actionType) {
		case kActionPlaySound:
			_music->loadSoundEffect(action->_messages[0], false, true);
			break;

		case kActionPlaySoundNoWait:	// only used in scene 7 (street, when teleporting to the surreal maze)
			_music->loadSoundEffect(action->_messages[0], false, false);
			break;

		case kActionPlaySoundLooping:
			_music->loadSoundEffect(action->_messages[0], true, false);
			break;

		case kActionShowDiff:
			_graphics->readPict(action->_messages[0], true);
			break;

		case kActionShowDiffLooping:	// used in scene 44 (heart of the labyrinth, minotaur)
			_graphics->readPict(action->_messages[0], false);
			break;

		case kActionLoadDiff:
			if (!action->_messages[0].empty())
				// Puts a file into memory
				_graphics->loadPict(action->_messages[0]);
			break;

		case kActionLoadBitmap:
			error("Unused opcode kActionLoadBitmap has been called");

		case kActionShowBitmap:
			error("Unused opcode kActionShowBitmap has been called");

		case kActionTransition:
			_graphics->doTransition((TransitionType)action->_param1, action->_messages[0].c_str());
			break;

		case kActionNoUpdate:
			_noUpdateDiff = true;
			_anim->_doBlack = false;
			break;

		case kActionForceUpdate:
			_curFileName = " ";
			break;

		case kActionShowCurPict: {
			Common::String test = getPictName(true);

			if (test != _curFileName) {
				_curFileName = test;
				_graphics->readPict(_curFileName);
			}
			}
			break;

		case kActionSetElement:
			_conditions->inclElement(action->_param1);
			break;

		case kActionUnsetElement:
			_conditions->exclElement(action->_param1);
			break;

		case kActionShowMessage:
			if (_graphics->_longWinInFront)
				_graphics->longDrawMessage(action->_messages[0], true);
			else
				_graphics->drawMessage(action->_messages[0], true);
			break;

		case kActionCShowMessage:
			if (!_closeDataPtr)
				_graphics->drawMessage(action->_messages[0], true);
			break;

		case kActionShowMessages:
			_graphics->drawMessage(action->_messages[_utils->getRandom(action->_param1)], true);
			break;

		case kActionChangeRoom:
			if (action->_param1 & 0x8000) {
				// This is a Wyrmkeep Windows trial version, thus stop at this
				// point, since we can't check for game payment status
				_graphics->readPict(getPictName(true));
				GUI::MessageDialog trialMessage("This is the end of the trial version. You can play the full game using the original interpreter from Wyrmkeep");
				trialMessage.runModal();
				break;
			}

			_music->checkRoomMusic(_roomNum, action->_param1);
			_roomNum   = action->_param1;
			_direction = action->_param2 - 1;
//.........这里部分代码省略.........
开发者ID:86400,项目名称:scummvm,代码行数:101,代码来源:processroom.cpp



注:本文中的shouldQuit函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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