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C++ IN_ClearKeysDown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IN_ClearKeysDown函数的典型用法代码示例。如果您正苦于以下问题:C++ IN_ClearKeysDown函数的具体用法?C++ IN_ClearKeysDown怎么用?C++ IN_ClearKeysDown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IN_ClearKeysDown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: US_FinishTextScreen

///////////////////////////////////////////////////////////////////////////
//
//      US_FinishTextScreen() - After the main program has finished its initial
//              loading, this routine waits for a keypress and then clears the screen
//
///////////////////////////////////////////////////////////////////////////
void
US_FinishTextScreen(void)
{
static  byte    colors[] = {4,6,13,15,15,15,15,15,15};
		boolean up;
		int             i,c;

	// Change Loading... to Press a Key

	if (!(tedlevel || NoWait))
	{
		IN_ClearKeysDown();
		for (i = 0,up = true;!IN_UserInput(4,true);)
		{
			c = colors[i];
			if (up)
			{
				if (++i == 9)
					i = 8,up = false;
			}
			else
			{
				if (--i < 0)
					i = 1,up = true;
			}

			USL_ScreenDraw(29,22," Ready - Press a Key     ",0x00 + c);
		}
	}
	else
		USL_ScreenDraw(29,22," Ready - Press a Key     ",0x9a);
	IN_ClearKeysDown();

	USL_ClearTextScreen();
}
开发者ID:FlatRockSoft,项目名称:CatacombApocalypse,代码行数:41,代码来源:ID_US_1.C


示例2: EndText

//
// END ARTICLES
//
void EndText (void)
{
	int			artnum;
	char 	*text;
	memptr		layout;


	ClearMemory ();

	CA_UpLevel ();
	MM_SortMem ();
#ifdef JAPAN
	ShowArticle(gamestate.episode + 1);

	VW_FadeOut();

	SETFONTCOLOR(0,15);
	IN_ClearKeysDown();
	if (MousePresent)
		Mouse(MDelta);	// Clear accumulated mouse movement

	FreeMusic ();
	CA_DownLevel ();
	MM_SortMem ();
#else



#ifdef ARTSEXTERN
	artnum = endextern+gamestate.episode;
	CA_CacheGrChunk (artnum);
	text = (char *)grsegs[artnum];
	MM_SetLock (&grsegs[artnum], True);
#else
	endfilename[6] = '1'+gamestate.episode;
	CA_LoadFile (endfilename,&layout);
	text = (char *)layout;
	MM_SetLock (&layout, True);
#endif

	ShowArticle (text);

#ifdef ARTSEXTERN
	MM_FreePtr (&grsegs[artnum]);
#else
	MM_FreePtr (&layout);
#endif


	VW_FadeOut();
	SETFONTCOLOR(0,15);
	IN_ClearKeysDown();
	//if (MousePresent) // PORT
	//	Mouse(MDelta);	// Clear accumulated mouse movement

	//FreeMusic (); 
	CA_DownLevel ();
	MM_SortMem ();
#endif
}
开发者ID:brycekahle,项目名称:wolf3d,代码行数:63,代码来源:WL_TEXT.C


示例3: ShowText

static bool ShowText(const FString exitText, const FString flat, const FString music, ClusterInfo::ExitType type)
{
    // Use cluster background if set.
    if(!flat.IsEmpty())
        backgroundFlat = TexMan(flat);
    if(!backgroundFlat) // Get default if needed
        backgroundFlat = TexMan(gameinfo.FinaleFlat);

    switch(type)
    {
    case ClusterInfo::EXIT_MESSAGE:
        SD_PlaySound ("misc/1up");

        Message (exitText);

        IN_ClearKeysDown ();
        IN_Ack ();
        return false;

    case ClusterInfo::EXIT_LUMP:
    {
        int lumpNum = Wads.CheckNumForName(exitText, ns_global);
        if(lumpNum != -1)
        {
            FWadLump lump = Wads.OpenLumpNum(lumpNum);
            char* text = new char[Wads.LumpLength(lumpNum)];
            lump.Read(text, Wads.LumpLength(lumpNum));

            if(!music.IsEmpty())
                StartCPMusic(music);
            ShowArticle(text, !!(IWad::GetGame().Flags & IWad::HELPHACK));

            delete[] text;
        }

        break;
    }

    default:
        if(!music.IsEmpty())
            StartCPMusic(music);
        ShowArticle(exitText, !!(IWad::GetGame().Flags & IWad::HELPHACK));
        break;
    }

    IN_ClearKeysDown();
    if (MousePresent && IN_IsInputGrabbed())
        IN_CenterMouse();  // Clear accumulated mouse movement
    return true;
}
开发者ID:JohnnyonFlame,项目名称:ecwolf,代码行数:50,代码来源:wl_text.cpp


示例4: EndText

//
// END ARTICLES
//
void EndText()
{
	int artnum;
	const char *text;

	ClearMemory();

	artnum = endextern+gamestate.episode;
	CA_CacheGrChunk(artnum);
	if (w0 == true){
		text = (const char *)grsegsWL1[artnum];
	} else if (w1 == true){
		text = (const char *)grsegsWL6[artnum];
	} else if (s0 == true){
		text = (const char *)grsegsSDM[artnum];
	} else {
		text = (const char *)grsegsSOD[artnum];
	}

	ShowArticle(text);

	CA_UnCacheGrChunk(artnum);
	
	VW_FadeOut();
	SETFONTCOLOR(0,15);
	IN_ClearKeysDown();

	IN_GetMouseDelta(NULL, NULL); // Clear accumulated mouse movement
	
	FreeMusic();
}
开发者ID:RxLoaron,项目名称:NDKCookbook,代码行数:34,代码来源:wl_text.c


示例5: PopupAutoMap

//--------------------------------------------------------------------------
// PopupAutoMap()
//--------------------------------------------------------------------------
void PopupAutoMap()
{
	#define BASE_X	64
	#define BASE_Y	44

	ThreeDRefresh();
	ThreeDRefresh();

	SD_StopSound();
	ClearMemory();
	CacheDrawPic(BASE_X,BASE_Y,AUTOMAPPIC);

	ShowStats(BASE_X+101,BASE_Y+22,ss_quick,&gamestuff.level[gamestate.mapon].stats);

	while (Keyboard[sc_back_quote])
		CalcTics();

#if GAME_VERSION != SHAREWARE_VERSION && IN_DEVELOPMENT
//	if (DebugOk && PP_step)
//		PicturePause();
#endif

	IN_StartAck ();
	while (!IN_CheckAck ())
		CalcTics();

	CleanDrawPlayBorder();
	IN_ClearKeysDown();
}
开发者ID:drhelius,项目名称:bstone-ios,代码行数:32,代码来源:3d_play.cpp


示例6: ViewMap

void ViewMap (void)
{
	id0_boolean_t		button0held;

	viewtype = actoratview;
	button0held = false;


	maporgx = player->tilex - VIEWTILEX/2;
	if (maporgx<0)
		maporgx = 0;
	maporgy = player->tiley - VIEWTILEY/2;
	if (maporgy<0)
		maporgy = 0;

	do
	{
//
// let user pan around
//
		IN_ReadControl(0,&control);
		if (control.xaxis == -1 && maporgx>0)
			maporgx--;
		if (control.xaxis == 1 && maporgx<mapwidth-VIEWTILEX)
			maporgx++;
		if (control.yaxis == -1 && maporgy>0)
			maporgy--;
		if (control.yaxis == 1 && maporgy<mapheight-VIEWTILEY)
			maporgy++;

		if (control.button0 && !button0held)
		{
			button0held = true;
			// REFKEEN - Make this C++ friendly
			if (viewtype == lastview-1)
				viewtype = mapview;
			else
				viewtype = (viewtypeenum)(viewtype + 1);
#if 0
			viewtype++;
			if (viewtype==lastview)
				viewtype = mapview;
#endif
		}
		if (!control.button0)
			button0held = false;


		OverheadRefresh ();

		BE_ST_ShortSleep();

	} while (!Keyboard[sc_Escape]);

	IN_ClearKeysDown ();
	DrawPlayScreen ();
}
开发者ID:BSzili,项目名称:refkeen,代码行数:57,代码来源:c4_debug.c


示例7: EndScreen

void EndScreen (int palette, int screen)
{
	CA_CacheScreen (screen);
	VW_UpdateScreen ();
	CA_CacheGrChunk (palette);
	VL_FadeIn(0,255,grsegs[palette],30);
	UNCACHEGRCHUNK (palette);
	IN_ClearKeysDown ();
	IN_Ack ();
	VW_FadeOut ();
}
开发者ID:svagionitis,项目名称:wolf3d,代码行数:11,代码来源:wl_inter.c


示例8: ViewMap

void ViewMap (void)
{
    boolean         button0held;

    viewtype = actoratview;
    //      button0held = false;


    maporgx = player->tilex - VIEWTILEX/2;
    if (maporgx<0)
        maporgx = 0;
    if (maporgx>MAPSIZE-VIEWTILEX)
        maporgx=MAPSIZE-VIEWTILEX;
    maporgy = player->tiley - VIEWTILEY/2;
    if (maporgy<0)
        maporgy = 0;
    if (maporgy>MAPSIZE-VIEWTILEY)
        maporgy=MAPSIZE-VIEWTILEY;

    do
    {
        //
        // let user pan around
        //
        PollControls ();
        if (controlx < 0 && maporgx>0)
            maporgx--;
        if (controlx > 0 && maporgx<mapwidth-VIEWTILEX)
            maporgx++;
        if (controly < 0 && maporgy>0)
            maporgy--;
        if (controly > 0 && maporgy<mapheight-VIEWTILEY)
            maporgy++;

#if 0
        if (c.button0 && !button0held)
        {
            button0held = true;
            viewtype++;
            if (viewtype>visview)
                viewtype = mapview;
        }
        if (!c.button0)
            button0held = false;
#endif

        OverheadRefresh ();

    } while (!Keyboard[sc_Escape]);

    IN_ClearKeysDown ();
}
开发者ID:vbt1,项目名称:wolf4sdl,代码行数:52,代码来源:wl_debug.cpp


示例9: WaitIntermission

static bool WaitIntermission(unsigned int time)
{
	if(time)
	{
		return IN_UserInput(time);
	}
	else
	{
		IN_ClearKeysDown ();
		IN_Ack ();
		return true;
	}
}
开发者ID:JohnnyonFlame,项目名称:ecwolf,代码行数:13,代码来源:g_intermission.cpp


示例10: GameOver

void
GameOver (void)
{
	VW_InitDoubleBuffer ();
	US_CenterWindow (16,3);

	US_PrintCentered("Game Over!");

	VW_UpdateScreen ();
	IN_ClearKeysDown ();
	IN_Ack ();

}
开发者ID:NY00123,项目名称:refkeen,代码行数:13,代码来源:kd_demo.c


示例11: EndScreen

void
EndScreen (int palette, int screen)
{
    SDL_Color pal[256];
    CA_CacheScreen (screen);
    VW_UpdateScreen ();
    CA_CacheGrChunk (palette);
    VL_ConvertPalette(grsegs[palette], pal, 256);
    VL_FadeIn (0, 255, pal, 30);
    UNCACHEGRCHUNK (palette);
    IN_ClearKeysDown ();
    IN_Ack ();
    VW_FadeOut ();
}
开发者ID:gameblabla,项目名称:wolf4sdl_nspire,代码行数:14,代码来源:wl_inter.cpp


示例12: WaitOrKey

id0_int_t WaitOrKey (id0_int_t vbls)
{
	while (vbls--)
	{
		IN_ReadControl(0,&c);           // get player input
		if (LastScan || c.button0 || c.button1)
		{
			IN_ClearKeysDown ();
			return 1;
		}
		VW_WaitVBL(1);
	}
	return 0;
}
开发者ID:NY00123,项目名称:refkeen,代码行数:14,代码来源:kd_demo.c


示例13: ViewMap

void ViewMap (void)
{
	boolean		button0held;

	viewtype = actoratview;
	button0held = false;


	maporgx = player->tilex - VIEWTILEX/2;
	if (maporgx<0)
		maporgx = 0;
	maporgy = player->tiley - VIEWTILEY/2;
	if (maporgy<0)
		maporgy = 0;

	do
	{
//
// let user pan around
//
		IN_ReadControl(0,&control);
		if (control.xaxis == -1 && maporgx>0)
			maporgx--;
		if (control.xaxis == 1 && maporgx<mapwidth-VIEWTILEX)
			maporgx++;
		if (control.yaxis == -1 && maporgy>0)
			maporgy--;
		if (control.yaxis == 1 && maporgy<mapheight-VIEWTILEY)
			maporgy++;

		if (control.button0 && !button0held)
		{
			button0held = true;
			viewtype++;
			if (viewtype==lastview)
				viewtype = mapview;
		}
		if (!control.button0)
			button0held = false;


		OverheadRefresh ();

	} while (!Keyboard[sc_Escape]);

	IN_ClearKeysDown ();
	DrawPlayScreen ();
}
开发者ID:FlatRockSoft,项目名称:CatacombApocalypse,代码行数:48,代码来源:C6_DEBUG.C


示例14: T_Gate

void T_Gate (objtype *ob)
{
	id0_int_t	spot;
	objtype *check;
	id0_unsigned_t	temp;

	if (CheckHandAttack (ob) && !playstate)
	{
	//
	// warp
	//
		temp = bufferofs;
		bufferofs = 0;
		VW_Bar (26,4,232,9,STATUSCOLOR);		// clear text description
		bufferofs = temp;
		IN_ClearKeysDown ();
		if (ob->temp1)
		{
		//
		// teleport inside level
		//
			for (check=player->next;check;check=check->next)
				if (check->obclass==gateobj && check->temp1==ob->temp1 &&
					check != ob)
				{
					player->x = check->x;
					player->y = check->y;
					Thrust (player->angle,TILEGLOBAL/2);		// move forwards
					Thrust (player->angle,TILEGLOBAL/2);		// move forwards
					Thrust (player->angle,TILEGLOBAL/2);		// move forwards
					fizzlein=true;
				}
		}
		else
		{
		//
		// teleport out of level
		//
			playstate = ex_warped;
			spot = *(mapsegs[0]+farmapylookup[ob->tiley]+ob->tilex)-NAMESTART;
			if (spot<1)
				gamestate.mapon++;
			else
				gamestate.mapon=spot-1;
			SD_PlaySound(WARPUPSND);
		}
	}
}
开发者ID:BSzili,项目名称:refkeen,代码行数:48,代码来源:c3_act1.c


示例15: ShowQuickInstructions

//--------------------------------------------------------------------------
// ShowQuickInstructions()
//--------------------------------------------------------------------------
void ShowQuickInstructions()
{
	ShowQuickMsg=false;

	if ((demoplayback) || (gamestate.mapon) || (gamestate.flags & GS_QUICKRUN))
		return;

	ThreeDRefresh();
	ThreeDRefresh();
	ClearMemory();
	WindowX=0; WindowY=16; WindowW=320; WindowH=168;
	CacheMessage(QUICK_INFO1_TEXT);
	VW_WaitVBL(120);
	CacheMessage(QUICK_INFO2_TEXT);
	IN_Ack();
	IN_ClearKeysDown();
	CleanDrawPlayBorder();
}
开发者ID:drhelius,项目名称:bstone-ios,代码行数:21,代码来源:3d_play.cpp


示例16: IN_StartAck

void IN_StartAck(void)
{
    IN_ProcessEvents();
//
// get initial state of everything
//
	IN_ClearKeysDown();
	memset(btnstate, 0, sizeof(btnstate));

	int buttons = IN_JoyButtons() << 4;

	if(MousePresent)
		buttons |= IN_MouseButtons();

	for(int i = 0; i < NUMBUTTONS; i++, buttons >>= 1)
		if(buttons & 1)
			btnstate[i] = true;
}
开发者ID:Rinnegatamante,项目名称:vitaWolfen,代码行数:18,代码来源:id_in.cpp


示例17: IN_StartAck

void IN_StartAck(void)
{
	unsigned	i,buttons;

//
// get initial state of everything
//
	IN_ClearKeysDown();
	memset (btnstate,0,sizeof(btnstate));

	buttons = IN_JoyButtons () << 4;
	if (MousePresent)
		buttons |= IN_MouseButtons ();

	for (i=0;i<8;i++,buttons>>=1)
		if (buttons&1)
			btnstate[i] = true;
}
开发者ID:AliSayed,项目名称:MoSync,代码行数:18,代码来源:vi_comm.c


示例18: IN_Startup

///////////////////////////////////////////////////////////////////////////
//
//	IN_Startup() - Starts up the Input Mgr
//
///////////////////////////////////////////////////////////////////////////
void
IN_Startup(void)
{
	if (IN_Started)
		return;

    IN_ClearKeysDown();

    if(param_joystickindex >= 0 && param_joystickindex < SDL_NumJoysticks())
    {
        Joystick = SDL_JoystickOpen(param_joystickindex);
        if(Joystick)
        {
            JoyNumButtons = SDL_JoystickNumButtons(Joystick);
            if(JoyNumButtons > 32) JoyNumButtons = 32;      // only up to 32 buttons are supported
            JoyNumHats = SDL_JoystickNumHats(Joystick);
            if(param_joystickhat < -1 || param_joystickhat >= JoyNumHats)
                Quit("The joystickhat param must be between 0 and %i!", JoyNumHats - 1);
        }
    }

    SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);

    if(fullscreen || forcegrabmouse)
    {
        GrabInput = true;
        SDL_WM_GrabInput(SDL_GRAB_ON);
    }

    // I didn't find a way to ask libSDL whether a mouse is present, yet...
#if defined(GP2X)
    MousePresent = false;
#elif defined(_arch_dreamcast)
    MousePresent = DC_MousePresent();
#else
    MousePresent = true;
#endif

    IN_Started = true;
}
开发者ID:Rinnegatamante,项目名称:vitaWolfen,代码行数:45,代码来源:id_in.cpp


示例19: CK6_ShowGetSandwich

void CK6_ShowGetSandwich()
{
	SD_WaitSoundDone();
	SD_PlaySound(SOUND_STORYITEM);
	CA_UpLevel();
	CA_CacheGrChunk(0x23);

	US_CenterWindow(26, 8);
	VH_DrawBitmap(US_GetWindowX() + US_GetWindowW() - 0x30, US_GetWindowY(), 0x23);
	US_SetWindowW(US_GetWindowW() - 0x30);
	US_SetPrintY(US_GetPrintY() + 12);
	US_CPrint("This is the second\n"
		  "biggest sandwich\n"
		  "I ever saw!\n");
	VL_Present();

	VL_DelayTics(30); // VW_WaitVBL(30);
	IN_ClearKeysDown();
	IN_WaitButton();
	CA_DownLevel();
	ck_gameState.ep.ck6.sandwich = true;
}
开发者ID:sulix,项目名称:omnispeak,代码行数:22,代码来源:ck6_misc.c


示例20: CK6_ShowGetRope

void CK6_ShowGetRope()
{
	SD_WaitSoundDone();
	SD_PlaySound(SOUND_STORYITEM);
	CA_UpLevel();
	CA_CacheGrChunk(0x23);

	US_CenterWindow(26, 8);
	VH_DrawBitmap(US_GetWindowX() + US_GetWindowW() - 0x30, US_GetWindowY(), 0x23);
	US_SetWindowW(US_GetWindowW() - 0x30);
	US_SetPrintY(US_GetPrintY() + 12);
	US_CPrint("Wow! A rope and\n"
		  "grappling hook!\n"
		  "They look useful!\n");
	VL_Present();

	VL_DelayTics(30); // VW_WaitVBL(30);
	IN_ClearKeysDown();
	IN_WaitButton();
	CA_DownLevel();
	ck_gameState.ep.ck6.rope = true;
}
开发者ID:sulix,项目名称:omnispeak,代码行数:22,代码来源:ck6_misc.c



注:本文中的IN_ClearKeysDown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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