本文整理汇总了C++中Key_ClearStates函数的典型用法代码示例。如果您正苦于以下问题:C++ Key_ClearStates函数的具体用法?C++ Key_ClearStates怎么用?C++ Key_ClearStates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Key_ClearStates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: CIN_PlayAllFrames
/*********
CIN_PlayAllFrames
arg - bink video filename
x - x origin for movie
y - y origin for movie
w - width of the movie
h - height of the movie
systemBits - bit rate for movie
keyBreakAllowed - if true, button press will end playback
Plays the target movie in full
*********/
bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed )
{
bool retval;
Key_ClearStates();
// PC hack
qbInGameCinematicOnStandBy = qfalse;
#ifdef XBOX_DEMO
// When run from CDX, we can pause the timer during cutscenes:
extern void Demo_TimerPause( bool bPaused );
Demo_TimerPause( true );
#endif
int Handle = CIN_PlayCinematic(arg, x, y, w, h, systemBits, NULL);
if (Handle != -1)
{
while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && kg.anykeydown))
{
SCR_UpdateScreen ();
IN_Frame ();
Com_EventLoop ();
}
#ifdef _XBOX
// while (CIN_RunCinematic(Handle) == FMV_PLAY && !(keyBreakAllowed && !kg.anykeydown))
// {
// SCR_UpdateScreen ();
// IN_Frame ();
// Com_EventLoop ();
// }
#endif
CIN_StopCinematic(Handle);
}
#ifdef XBOX_DEMO
Demo_TimerPause( false );
#endif
retval =(keyBreakAllowed && kg.anykeydown);
Key_ClearStates();
// Soooper hack! Game ends up running for a couple frames after this cutscene. We don't want it to!
if( Q_stricmp(arg, "ja08") == 0 )
{
// Filth. Don't call Present until this gets cleared.
extern bool connectSwapOverride;
connectSwapOverride = true;
}
return retval;
}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:64,代码来源:cl_cin_console.cpp
示例2: Key_SetCatcher
/*
====================
Key_SetCatcher
====================
*/
void Key_SetCatcher( int catcher ) {
// If the catcher state is changing, clear all key states
if( catcher != keyCatchers )
Key_ClearStates( );
keyCatchers = catcher;
}
开发者ID:BigJohnJD,项目名称:Quake-III-132,代码行数:12,代码来源:cl_keys.c
示例3: AppActivate
void AppActivate(BOOL fActive, BOOL minimize)
{
Minimized = minimize;
Key_ClearStates();
// we don't want to act like we're active if we're minimized
if (fActive && !Minimized)
ActiveApp = true;
else
ActiveApp = false;
// minimize/restore mouse-capture on demand
if (!ActiveApp)
{
IN_Activate (false);
CDAudio_Activate (false);
S_Activate (false);
if ( win_noalttab->value )
{
WIN_EnableAltTab();
}
}
else
{
IN_Activate (true);
CDAudio_Activate (true);
S_Activate (true);
if ( win_noalttab->value )
{
WIN_DisableAltTab();
}
}
}
开发者ID:mattx86,项目名称:myq2,代码行数:35,代码来源:vid_dll.c
示例4: VID_Shutdown
void VID_Shutdown(void)
{
if (context == NULL && window == NULL)
return;
VID_EnableJoystick(false);
VID_SetMouse(false, false, false);
VID_RestoreSystemGamma();
if (context != NULL)
{
qaglDestroyContext(context);
context = NULL;
}
if (vid_isfullscreen)
CGReleaseAllDisplays();
if (window != NULL)
{
DisposeWindow(window);
window = NULL;
}
vid_hidden = true;
vid_isfullscreen = false;
GL_CloseLibrary();
Key_ClearStates ();
}
开发者ID:CyberSys,项目名称:darkplaces,代码行数:30,代码来源:vid_agl.c
示例5: Con_Close
/*
* Con_Close
*/
void Con_Close( void )
{
scr_con_current = 0;
Con_ClearTyping();
Con_ClearNotify();
Key_ClearStates();
}
开发者ID:Turupawn,项目名称:DogeWarsow,代码行数:11,代码来源:console.c
示例6: Key_SetDest
void Key_SetDest (keydest_t dest)
{
key_dest = dest;
if ((key_gamekey = Key_IsGameKey()) != prev_gamekey)
{
prev_gamekey = key_gamekey;
Key_ClearStates();
}
}
开发者ID:svn2github,项目名称:uhexen2,代码行数:9,代码来源:keys.c
示例7: M_ForceMenuOff
void M_ForceMenuOff (void)
{
cls.key_dest = key_game;
m_menudepth = 0;
m_active = NULL;
Key_ClearStates ();
if(cl_paused->integer)
Cvar_Set ("paused", "0");
}
开发者ID:chrisnew,项目名称:quake2,代码行数:9,代码来源:ui_atoms.c
示例8: UI_ForceMenuOff
/*
=================
UI_ForceMenuOff
=================
*/
void UI_ForceMenuOff (void)
{
// Knightmare- added Psychospaz's mouse support
UI_RefreshCursorLink();
m_drawfunc = 0;
m_keyfunc = 0;
cls.key_dest = key_game;
m_menudepth = 0;
Key_ClearStates ();
if (!cls.consoleActive && Cvar_VariableValue ("maxclients") == 1 && Com_ServerState()) // Knightmare added
Cvar_Set ("paused", "0");
}
开发者ID:Kiln707,项目名称:KMQuake2,代码行数:17,代码来源:ui_subsystem.c
示例9: ClearAllStates
void ClearAllStates (void) {
int i;
// send an up event for each key, to make sure the server clears them all
for (i = 0; i < sizeof(keydown) / sizeof(*keydown); i++) {
if (keydown[i])
Key_Event (i, false);
}
Key_ClearStates ();
IN_ClearStates ();
}
开发者ID:jogi1,项目名称:camquake,代码行数:12,代码来源:win_wndproc.c
示例10: ClearAllStates
/*
================
ClearAllStates
================
*/
static void ClearAllStates (void)
{
int i;
// send an up event for each key, to make sure the server clears them all
for (i = 0; i < 256; i++)
{
Key_Event (i, false);
}
Key_ClearStates ();
IN_ClearStates ();
}
开发者ID:crutchwalkfactory,项目名称:motocakerteam,代码行数:18,代码来源:vid_sdl.c
示例11: AppActivate
static void AppActivate( bool fActive, bool minimize ) {
Minimized = minimize;
common->DPrintf( "AppActivate: %i\n", fActive );
Key_ClearStates(); // FIXME!!!
// we don't want to act like we're active if we're minimized
ActiveApp = fActive && !Minimized;
// minimize/restore mouse-capture on demand
IN_Activate( ActiveApp );
CDAudio_Activate( ActiveApp );
SNDDMA_Activate();
}
开发者ID:janisl,项目名称:jlquake,代码行数:15,代码来源:driver_wgl.cpp
示例12: ClearAllStates
/*
================
ClearAllStates
================
*/
void ClearAllStates (void)
{
extern void IN_ClearStates (void);
extern qbool keydown[256];
int i;
// send an up event for each key, to make sure the server clears them all
for (i=0 ; i<256 ; i++)
{
if (keydown[i])
Key_Event (i, false);
}
Key_ClearStates ();
IN_ClearStates ();
}
开发者ID:matatk,项目名称:agrip,代码行数:21,代码来源:vid_ddraw.c
示例13: VID_Restart_f
static void VID_Restart_f(void)
{
extern void GFX_Init(void);
extern void ReloadPaletteAndColormap(void);
qbool old_con_suppress;
if (!host_initialized) { // sanity
Com_Printf("Can't do %s yet\n", Cmd_Argv(0));
return;
}
VID_Shutdown();
ReloadPaletteAndColormap();
// keys can get stuck because SDL2 doesn't send keyup event when the video system is down
Key_ClearStates();
VID_Init(host_basepal);
// force models to reload (just flush, no actual loading code here)
Cache_Flush();
// shut up warnings during GFX_Init();
old_con_suppress = con_suppress;
con_suppress = (developer.value ? false : true);
// reload 2D textures, particles textures, some other textures and gfx.wad
GFX_Init();
// reload skins
Skin_Skins_f();
con_suppress = old_con_suppress;
// we need done something like for map reloading, for example reload textures for brush models
R_NewMap(true);
// force all cached models to be loaded, so no short HDD lag then u walk over level and discover new model
Mod_TouchModels();
// window may be re-created, so caption need to be forced to update
CL_UpdateCaption(true);
}
开发者ID:kostya7,项目名称:ezquake-source,代码行数:43,代码来源:vid_sdl2.c
示例14: M_ForceMenuOff
/**
* \brief Close the menu
*/
PUBLIC void M_ForceMenuOff( void )
{
m_drawfunc = 0;
m_keyfunc = 0;
if( r_world == NULL )
{
ClientStatic.key_dest = key_console;
}
else
{
ClientStatic.key_dest = key_game;
ClientStatic.menuState = IPM_GAME;
}
m_menudepth = 0;
Key_ClearStates();
Cvar_Set( "paused", "0" );
}
开发者ID:Oppen,项目名称:Wolf3DRedux,代码行数:23,代码来源:wolf_menu.c
示例15: VID_Shutdown
void VID_Shutdown(void)
{
if (!vidx11_display)
return;
VID_EnableJoystick(false);
VID_SetMouse(false, false, false);
VID_RestoreSystemGamma();
// FIXME: glXDestroyContext here?
if (vid_isvidmodefullscreen)
XF86VidModeSwitchToMode(vidx11_display, vidx11_screen, &init_vidmode);
if(vidx11_gc)
XFreeGC(vidx11_display, vidx11_gc);
vidx11_gc = NULL;
DestroyXImages();
vidx11_shmevent = -1;
vid.softpixels = NULL;
if (vid.softdepthpixels)
free(vid.softdepthpixels);
vid.softdepthpixels = NULL;
if (win)
XDestroyWindow(vidx11_display, win);
XCloseDisplay(vidx11_display);
vid_hidden = true;
vid_isfullscreen = false;
vid_isnetwmfullscreen = false;
vid_isvidmodefullscreen = false;
vid_isoverrideredirect = false;
vidx11_display = NULL;
win = 0;
ctx = NULL;
GL_CloseLibrary();
Key_ClearStates ();
}
开发者ID:Hanzo-nex,项目名称:DarkPlacesRM,代码行数:41,代码来源:vid_glx.c
示例16: IN_ClearState
/*
* IN_ClearState
*/
void IN_ClearState( void )
{
IN_ShowSoftKeyboard( false );
Key_ClearStates();
switch( cls.key_dest )
{
case key_game:
CL_GameModule_ClearInputState();
break;
case key_console:
case key_message:
Con_TouchEvent( false, -1, -1 );
break;
case key_menu:
CL_UIModule_CancelTouches();
default:
break;
}
}
开发者ID:tenght,项目名称:qfusion,代码行数:24,代码来源:cl_input.c
示例17: CL_InitCGame
/*
====================
CL_InitCGame
Should only by called by CL_StartHunkUsers
====================
*/
void CL_InitCGame()
{
const char *info;
const char *mapname;
int t1, t2;
t1 = Sys_Milliseconds();
// put away the console
Con_Close();
// find the current mapname
info = cl.gameState[ CS_SERVERINFO ].c_str();
mapname = Info_ValueForKey( info, "mapname" );
Com_sprintf( cl.mapname, sizeof( cl.mapname ), "maps/%s.bsp", mapname );
cls.state = connstate_t::CA_LOADING;
// init for this gamestate
cgvm.CGameInit(clc.serverMessageSequence, clc.clientNum);
// we will send a usercmd this frame, which
// will cause the server to send us the first snapshot
cls.state = connstate_t::CA_PRIMED;
t2 = Sys_Milliseconds();
Log::Debug( "CL_InitCGame: %5.2fs", ( t2 - t1 ) / 1000.0 );
// have the renderer touch all its images, so they are present
// on the card even if the driver does deferred loading
re.EndRegistration();
// Cause any input while loading to be dropped and forget what's pressed
IN_DropInputsForFrame();
CL_ClearKeys();
Key_ClearStates();
}
开发者ID:unrealarena,项目名称:unrealarena,代码行数:46,代码来源:cl_cgame.cpp
示例18: CL_UISystemCalls
//.........这里部分代码省略.........
re.LerpTag( (orientation_t *)VMA(1), args[2], args[3], args[4], VMF(5), (const char *)VMA(6) );
return 0;
case UI_S_REGISTERSOUND:
return S_RegisterSound( (const char *)VMA(1) );
case UI_S_STARTLOCALSOUND:
S_StartLocalSound( args[1], args[2] );
return 0;
case UI_KEY_KEYNUMTOSTRINGBUF:
Key_KeynumToStringBuf( args[1], (char *)VMA(2), args[3] );
return 0;
case UI_KEY_GETBINDINGBUF:
Key_GetBindingBuf( args[1], (char *)VMA(2), args[3] );
return 0;
case UI_KEY_SETBINDING:
Key_SetBinding( args[1], (const char *)VMA(2) );
return 0;
case UI_KEY_ISDOWN:
return Key_IsDown( args[1] );
case UI_KEY_GETOVERSTRIKEMODE:
return Key_GetOverstrikeMode();
case UI_KEY_SETOVERSTRIKEMODE:
Key_SetOverstrikeMode( (qboolean)args[1] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_KEY_SETCATCHER:
// Don't allow the ui module to close the console
Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
return 0;
case UI_GETCLIPBOARDDATA:
GetClipboardData( (char *)VMA(1), args[2] );
return 0;
case UI_GETCLIENTSTATE:
GetClientState( (uiClientState_t *)VMA(1) );
return 0;
case UI_GETGLCONFIG:
CL_GetGlconfig( (glconfig_t *)VMA(1) );
return 0;
case UI_GETCONFIGSTRING:
return GetConfigString( args[1], (char *)VMA(2), args[3] );
case UI_LAN_LOADCACHEDSERVERS:
LAN_LoadCachedServers();
return 0;
case UI_LAN_SAVECACHEDSERVERS:
LAN_SaveServersToCache();
return 0;
开发者ID:entdark,项目名称:jaMME,代码行数:67,代码来源:cl_ui.cpp
示例19: IN_ProcessEvents
//.........这里部分代码省略.........
window_height = x_event.xcreatewindow.height;
break;
case ConfigureNotify: // window changed size/location
window_x = x_event.xconfigure.x;
window_y = x_event.xconfigure.y;
window_width = x_event.xconfigure.width;
window_height = x_event.xconfigure.height;
// check for resize
if (!vidmode_fullscreen)
{
if (window_width < 320)
window_width = 320;
if (window_height < 200)
window_height = 200;
vid.width = window_width;
vid.height = window_height;
vid.conwidth = vid.width;
vid.conheight = vid.height;
vid.recalc_refdef = true; // force a surface cache flush
}
break;
case DestroyNotify: // window has been destroyed
Sys_Quit (0);
break;
case ClientMessage: // window manager messages
if ((x_event.xclient.format == 32) && ((unsigned int)x_event.xclient.data.l[0] == wm_delete_window_atom))
Sys_Quit (0);
break;
case MapNotify: // window restored
case UnmapNotify: // window iconified/rolledup/whatever
vid_hiddenwindow = (x_event.type == UnmapNotify);
case FocusIn: // window is now the input focus
case FocusOut: // window is no longer the input focus
switch (x_event.xfocus.mode)
{
case NotifyNormal:
case NotifyGrab:
case NotifyUngrab:
vid_activewindow = (x_event.type == FocusIn);
break;
}
if(vidmode_fullscreen)
{
if(x_event.type == MapNotify)
{
// set our video mode
XF86VidModeSwitchToMode(x_disp, scrnum, &game_vidmode);
// move the viewport to top left
XF86VidModeSetViewPort(x_disp, scrnum, 0, 0);
}
else if(x_event.type == UnmapNotify)
{
// set our video mode
XF86VidModeSwitchToMode(x_disp, scrnum, &init_vidmode);
}
}
else //if (!vidmode_fullscreen)
{
// enable/disable sound, set/restore gamma and grab/ungrab keyb
// on focus gain/loss
if (vid_activewindow && !vid_hiddenwindow && !active)
{
S_UnblockSound ();
S_ClearBuffer ();
VID_Gamma_Set ();
IN_GrabKeyboard();
active = true;
}
else if (active)
{
S_BlockSound ();
S_ClearBuffer ();
VID_Gamma_Restore ();
IN_UngrabKeyboard();
active = false;
}
}
// fix the leftover Alt from any Alt-Tab or the like that switched us away
Key_ClearStates ();
break;
case EnterNotify: // mouse entered window
case LeaveNotify: // mouse left window
vid_notifywindow = (x_event.type == EnterNotify);
break;
}
}
}
}
开发者ID:twinaphex,项目名称:fxquake,代码行数:101,代码来源:in_x.c
示例20: ClearAllStates
/*
================
ClearAllStates
================
*/
static void ClearAllStates (void)
{
Key_ClearStates ();
IN_ClearStates ();
}
开发者ID:antoche,项目名称:Quakespasm-Rift,代码行数:10,代码来源:gl_vidsdl.c
注:本文中的Key_ClearStates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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