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

/*
=========================
HUD_CreateEntities
	
Gives us a chance to add additional entities to the render this frame
=========================
*/
void EXPORT HUD_CreateEntities( void )
{
	// e.g., create a persistent cl_entity_t somewhere.
	// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
	// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list
/*
#if defined( TEST_IT )
	MoveModel();
#endif

#if defined( TRACE_TEST )
	TraceModel();
#endif
*/
/*
	Particles();
*/
/*
	TempEnts();
*/
	// Add in any game specific objects
	Game_AddObjects();

	GetClientVoiceMgr()->CreateEntities();
}
开发者ID:6779660,项目名称:halflife,代码行数:32,代码来源:entity.cpp


示例2: HUD_Frame

void EXPORT HUD_Frame( double time )
{
    IN_Commands();

    ServersThink( time );

    GetClientVoiceMgr()->Frame(time);
}
开发者ID:ChunHungLiu,项目名称:halflife,代码行数:8,代码来源:cdll_int.cpp


示例3: HUD_Frame

void CL_DLLEXPORT HUD_Frame( double time )
{
	gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());

	ServersThink( time );

	GetClientVoiceMgr()->Frame(time);
}
开发者ID:Hammermaps-DEV,项目名称:SOHL-V1.0-Refresh,代码行数:8,代码来源:cdll_int.cpp


示例4: HUD_Frame

void DLLEXPORT HUD_Frame( double time )
{
	ServersThink( time );

#ifndef NO_VGUI
	GetClientVoiceMgr()->Frame(time);
#endif
}
开发者ID:HoLyCoWzOrZ,项目名称:sing-engine,代码行数:8,代码来源:cdll_int.cpp


示例5: HUD_Frame

void CL_DLLEXPORT HUD_Frame( double time )
{
//	RecClHudFrame(time);

	ServersThink( time );

	GetClientVoiceMgr()->Frame(time);
}
开发者ID:Chuvi-w,项目名称:CSSDK,代码行数:8,代码来源:cdll_int.cpp


示例6: GetClientVoiceMgr

bool ScorePanel::SetSquelchMode(bool inMode)
{
	bool theSuccess = false;

	if(inMode && !GetClientVoiceMgr()->IsInSquelchMode())
	{
		GetClientVoiceMgr()->StartSquelchMode();
		m_HitTestPanel.setVisible(false);
		theSuccess = true;
	}
	else if(!inMode && GetClientVoiceMgr()->IsInSquelchMode())
	{
		GetClientVoiceMgr()->StopSquelchMode();
		theSuccess = true;
	}

	return theSuccess;
}
开发者ID:Arkshine,项目名称:NS,代码行数:18,代码来源:vgui_ScorePanel.cpp


示例7: IN_ScoreUp

void IN_ScoreUp(void)
{
    KeyUp(&in_score);
    if ( gViewPortInterface )
    {
        gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
        GetClientVoiceMgr()->StopSquelchMode();
    }
}
开发者ID:xsopher,项目名称:VinHax,代码行数:9,代码来源:in_main.cpp


示例8: IN_ScoreUp

void IN_ScoreUp( const CCommand &args )
{
	KeyUp( &in_score, args[1] );
	if ( gViewPortInterface )
	{
		gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
		GetClientVoiceMgr()->StopSquelchMode();
	}
}
开发者ID:jimbomcb,项目名称:BirdPoop-Src,代码行数:9,代码来源:in_main.cpp


示例9: HUD_CreateEntities

/*
=========================
HUD_CreateEntities
	
Gives us a chance to add additional entities to the render this frame
=========================
*/
void DLLEXPORT HUD_CreateEntities( void )
{
	// e.g., create a persistent cl_entity_t somewhere.
	// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
	// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list

	// Add in any game specific objects
	Game_AddObjects();

	GetClientVoiceMgr()->CreateEntities();
}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:18,代码来源:entity.cpp


示例10: GetClientModeNormal

void CTFModeManager::Init()
{
	g_pClientMode = GetClientModeNormal();
	
	PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );

	// Load the objects.txt file.
	LoadObjectInfos( ::filesystem );

	GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
}
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:11,代码来源:clientmode_tf.cpp


示例11: ACTIVE_SPLITSCREEN_PLAYER_GUARD

void CSDKModeManager::Init()
{
    for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
    {
        ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
        g_pClientMode[ i ] = GetClientModeNormal();
    }

    PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );

    GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
}
开发者ID:gamenew09,项目名称:SourceSDK2010,代码行数:12,代码来源:clientmode_sdk.cpp


示例12: ShouldDraw

bool CHudVoiceSelfStatus::ShouldDraw()
{
	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

	if ( !player )
		return false;

	if ( GetClientVoiceMgr()->IsLocalPlayerSpeaking( player->GetSplitScreenPlayerSlot() ) == false )
		return false;

	return CHudElement::ShouldDraw();	
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:12,代码来源:hud_voicestatus.cpp


示例13: HUD_CreateEntities

/*
=========================
HUD_CreateEntities
	
Gives us a chance to add additional entities to the render this frame
=========================
*/
void DLLEXPORT HUD_CreateEntities( void )
{
#if defined( BEAM_TEST )
	Beams();
#endif

	Bench_AddObjects();

	// Add in any game specific objects
	Game_AddObjects();

	GetClientVoiceMgr()->CreateEntities();
}
开发者ID:oskarlh,项目名称:HLEnhanced,代码行数:20,代码来源:entity.cpp


示例14: GetClientVoiceMgr

//-----------------------------------------------------------------------------
// Purpose: Called when shared data gets changed, allows dll to modify data
// Input  : bActive - 
//-----------------------------------------------------------------------------
void CHLClient::HudUpdate( bool bActive )
{
	float frametime = gpGlobals->frametime;

	GetClientVoiceMgr()->Frame( frametime );

	gHUD.UpdateHud( bActive );

	IGameSystem::UpdateAllSystems( frametime );

	// I don't think this is necessary any longer, but I will leave it until
	// I can check into this further.
	C_BaseTempEntity::CheckDynamicTempEnts();
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:18,代码来源:cdll_client_int.cpp


示例15: cursorMoved

void ScorePanel::cursorMoved(int x, int y, Panel *panel)
{
	if (GetClientVoiceMgr()->IsInSquelchMode())
	{
		// look for which cell the mouse is currently over
		for (int i = 0; i < NUM_ROWS; i++)
		{
			int row, col;
			if (m_PlayerGrids[i].getCellAtPoint(x, y, row, col))
			{
				MouseOverCell(i, col);
				return;
			}
		}
	}
}
开发者ID:Arkshine,项目名称:NS,代码行数:16,代码来源:vgui_ScorePanel.cpp


示例16: GetBounds

void CHudVoiceSelfStatus::Paint()
{
   if( !m_pVoiceIcon )
		return;
	
	int x, y, w, h;
	GetBounds( x, y, w, h );

	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

	if ( player &&
		GetClientVoiceMgr()->IsLocalPlayerSpeakingAboveThreshold( player->GetSplitScreenPlayerSlot() ) )
	{
		m_clrIcon[3] = 255;
	}
	else
	{
		// NOTE: Merge issue. This number should either be 0 or 255, dunno!
		m_clrIcon[3] = 0;
	}
	m_pVoiceIcon->DrawSelf( 0, 0, w, h, m_clrIcon );
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:22,代码来源:hud_voicestatus.cpp


示例17: getApp

void ScorePanel::FillGrid()
{
	CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
	SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text");
	SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text");
	SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text");
	SchemeHandle_t hTinyScheme = pSchemes->getSchemeHandle("Scoreboard Tiny Text");

	Font *sfont = pSchemes->getFont(hScheme);
	Font *tfont = pSchemes->getFont(hTitleScheme);
	Font *smallfont = pSchemes->getFont(hSmallScheme);
	Font *tinyfont = pSchemes->getFont(hTinyScheme);

	// update highlight position
	int x, y;
	getApp()->getCursorPos(x, y);
	cursorMoved(x, y, this);
	
	// remove highlight row if we're not in squelch mode
	if (!GetClientVoiceMgr()->IsInSquelchMode())
	{
		m_iHighlightRow = -1;
	}
	
	bool bNextRowIsGap = false;
	
	for(int row=0; row < NUM_ROWS; row++)
	{
		CGrid *pGridRow = &m_PlayerGrids[row];
		pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0);
		
		if(row >= m_iRows)
		{
			for(int col=0; col < NUM_COLUMNS; col++)
				m_PlayerEntries[col][row].setVisible(false);
			
			continue;
		}
		
		bool bRowIsGap = false;
		if (bNextRowIsGap)
		{
			bNextRowIsGap = false;
			bRowIsGap = true;
		}
		
		// Get the player's data
		int theSortedRow = m_iSortedRows[row];
		hud_player_info_t* pl_info = &g_PlayerInfoList[theSortedRow];
		extra_player_info_t* theExtraPlayerInfo = &g_PlayerExtraInfo[theSortedRow];
		int thePlayerClass = theExtraPlayerInfo->playerclass;
		short theTeamNumber = theExtraPlayerInfo->teamnumber;
		string theCustomIcon = (string)theExtraPlayerInfo->customicon;
// puzl: 0001073
		short thePlayerAuthentication = theExtraPlayerInfo->auth;
		bool thePlayerIsDead = false;
		switch( thePlayerClass )
		{
		case PLAYERCLASS_DEAD_MARINE:
		case PLAYERCLASS_DEAD_ALIEN:
		case PLAYERCLASS_REINFORCING:
			thePlayerIsDead = true;
			break;
		}

		// Code to test DEBUG
#if 0
		#ifdef DEBUG
		extern int gGlobalDebugAuth;
		thePlayerAuthentication = 1;
		thePlayerAuthentication <<= gGlobalDebugAuth;
		#endif
#endif

		team_info_t* team_info = &g_TeamInfo[m_iSortedRows[row]];
		int theColorIndex = theTeamNumber % iNumberOfTeamColors;

        int theLocalPlayerTeam = 0;
        if(gEngfuncs.GetLocalPlayer())
        {
            theLocalPlayerTeam = gEngfuncs.GetLocalPlayer()->curstate.team;
        }
		
		for(int col=0; col < NUM_COLUMNS; col++)
		{
			CLabelHeader *pLabel = &m_PlayerEntries[col][row];

			pLabel->setVisible(true);
			pLabel->setText2("");
			pLabel->setImage(NULL);
			pLabel->setFont(sfont);
			pLabel->setTextOffset(0, 0);
			
			int rowheight = 13;
			if (ScreenHeight() > 480)
			{
				rowheight = YRES(rowheight);
			}
			else
			{
//.........这里部分代码省略.........
开发者ID:Arkshine,项目名称:NS,代码行数:101,代码来源:vgui_ScorePanel.cpp


示例18: Init

// This is called every time the DLL is loaded
void CHud :: Init( void )
{
	HOOK_MESSAGE( Logo );
	HOOK_MESSAGE( ResetHUD );
	HOOK_MESSAGE( GameMode );
	HOOK_MESSAGE( InitHUD );
	HOOK_MESSAGE( SetFOV );
	HOOK_MESSAGE( Concuss );

	HOOK_MESSAGE( ScoreInfo );
	HOOK_MESSAGE( TeamScore );
	HOOK_MESSAGE( TeamInfo );

	// Discwar
	HOOK_MESSAGE( StartRnd );
	HOOK_MESSAGE( EndRnd );
	HOOK_MESSAGE( Powerup );
	HOOK_MESSAGE( Reward );
	HOOK_MESSAGE( Frozen );

	HOOK_COMMAND( "+commandmenu", OpenCommandMenu );
	HOOK_COMMAND( "-commandmenu", CloseCommandMenu );

	m_iLogo = 0;
	m_iFOV = 0;

	CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
	default_fov = CVAR_CREATE( "default_fov", "90", 0 );
	m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
	cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );

	m_pSpriteList = NULL;

	// Clear any old HUD list
	if ( m_pHudList )
	{
		HUDLIST *pList;
		while ( m_pHudList )
		{
			pList = m_pHudList;
			m_pHudList = m_pHudList->pNext;
			free( pList );
		}
		m_pHudList = NULL;
	}

	// In case we get messages before the first update -- time will be valid
	m_flTime = 1.0;

	m_Ammo.Init();
	m_Health.Init();
	m_Geiger.Init();
	m_Train.Init();
	m_Battery.Init();
	m_Flash.Init();
	m_Message.Init();
	m_StatusBar.Init();
	m_DeathNotice.Init();
	m_AmmoSecondary.Init();
	m_TextMessage.Init();
	m_StatusIcons.Init();

	m_SayText.Init();
	m_Menu.Init();

	GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort);

	ServersInit();

	MsgFunc_ResetHUD(0, 0, NULL );
}
开发者ID:NoFreeWill,项目名称:MultiplayerSource,代码行数:72,代码来源:hud.cpp


示例19: InitCRTMemDebug


//.........这里部分代码省略.........
		)
	{
		return false;
	}

	g_pMaterialSystemHardwareConfig = materials->GetHardwareConfig( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, NULL );
	if( !g_pMaterialSystemHardwareConfig )
	{
		return false;
	}

	SetScreenSize();

	// Hook up the gaussian random number generator
	s_GaussianRandomStream.AttachToStream( random );

	// Initialize the console variables.
	ConCommandBaseMgr::OneTimeInit(&g_ConVarAccessor);

	if(!Initializer::InitializeAllObjects())
		return false;

	if(!g_ParticleMgr.Init(8192, materials))
		return false;

	// load used game events  
	gameeventmanager->LoadEventsFromFile("resource/gameevents.res");

	if(!VGui_Startup( appSystemFactory ))
		return false;

	g_pMatSystemSurface = (IMatSystemSurface*)vgui::surface()->QueryInterface( MAT_SYSTEM_SURFACE_INTERFACE_VERSION ); 
	if (!g_pMatSystemSurface)
		return false;

	// Add the client systems.	
	
	// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
	IGameSystem::Add( GameStringSystem() );
	IGameSystem::Add( ClientLeafSystem() );
	IGameSystem::Add( DetailObjectSystem() );
	IGameSystem::Add( ViewportClientSystem() );
	IGameSystem::Add( ClientEffectPrecacheSystem() );
	IGameSystem::Add( g_pClientShadowMgr );
	IGameSystem::Add( ClientThinkList() );
	IGameSystem::Add( ClientSoundscapeSystem() );

#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
	IGameSystem::Add( GetPredictionCopyTester() );
#endif

	modemanager->Init( );

	gHUD.Init();

	g_pClientMode->Init();

	if( !IGameSystem::InitAllSystems() )
		return false;

	g_pClientMode->Enable();

	view->Init();
	vieweffects->Init();

	C_BaseTempEntity::PrecacheTempEnts();

	input->Init_All();

	VGui_CreateGlobalPanels();

	InitSmokeFogOverlay();

	C_TerrainMod_Init();

	// Register user messages..
	CUserMessageRegister::RegisterAll();

	ClientVoiceMgr_Init();

	// Embed voice status icons inside chat element
	{
		CHudChat *chatElement = GET_HUDELEMENT( CHudChat );
		vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
		if ( chatElement )
		{
			parent = chatElement->GetVoiceArea()->GetVPanel();
		}
		
		GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
	}

	if ( !PhysicsDLLInit( physicsFactory ) )
		return false;

	g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitiySaveRestoreBlockHandler() );
	g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );

	return true;
}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:101,代码来源:cdll_client_int.cpp


示例20: getApp

void ScorePanel::FillGrid()
{
	CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
	SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text");
	SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text");
	SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text");

	Font *sfont = pSchemes->getFont(hScheme);
	Font *tfont = pSchemes->getFont(hTitleScheme);
	/* Font *smallfont = */
	pSchemes->getFont(hSmallScheme);
	int i = 0;

	// update highlight position
	int x, y;
	getApp()->getCursorPos(x, y);
	cursorMoved(x, y, this);

	// remove highlight row if we're not in squelch mode
	if (!GetClientVoiceMgr()->IsInSquelchMode())
	{
		m_iHighlightRow = -1;
	}

	for(int row=0; row < NUM_ROWS; row++)
	{
		CGrid *pGridRow = &m_PlayerGrids[row];
		pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0);

		if(row >= m_iRows)
		{
			for(int col=0; col < NUM_COLUMNS; col++)
				m_PlayerEntries[col][row].setVisible(false);
		
			continue;
		}

		for(int col=0; col < NUM_COLUMNS; col++)
		{
			CLabelHeader *pLabel = &m_PlayerEntries[col][row];

			pLabel->setVisible(true);
			pLabel->setText2("");
			pLabel->setImage(NULL);
			pLabel->setFont(sfont);
			pLabel->setTextOffset(0, 0);
			
			int rowheight = 13;
			if (ScreenHeight > 480)
			{
				rowheight = YRES(rowheight);
			}
			else
			{
				// more tweaking, make sure icons fit at low res
				rowheight = 15;
			}
			pLabel->setSize(pLabel->getWide(), rowheight);
			pLabel->setBgColor(0, 0, 0, 255);
			
			char sz[128];
			hud_player_info_t *pl_info = NULL;
			team_info_t *team_info = NULL;

			if (m_iIsATeam[row] == TEAM_SPECTATORS)
			{
				pLabel->setText(" ");
				continue;
			}
			else if ( m_iIsATeam[row] == TEAM_YES )
			{
				// Get the team's data
				team_info = &g_TeamInfo[ m_iSortedRows[row] ];

				// team color text for team names
				pLabel->setFgColor(	iTeamColors[team_info->teamnumber % 5][0],
									iTeamColors[team_info->teamnumber % 5][1],
									iTeamColors[team_info->teamnumber % 5][2],
									0 );

				// different height for team header rows
				rowheight = 20;
				if (ScreenHeight >= 480)
				{
					rowheight = YRES(rowheight);
				}
				pLabel->setSize(pLabel->getWide(), rowheight);
				pLabel->setFont(tfont);

				pGridRow->SetRowUnderline(	0,
											true,
											YRES(3),
											iTeamColors[team_info->teamnumber % 5][0],
											iTeamColors[team_info->teamnumber % 5][1],
											iTeamColors[team_info->teamnumber % 5][2],
											0 );
			}
			else if ( m_iIsATeam[row] == TEAM_SPECTATORS )
			{
				// grey text for spectators
//.........这里部分代码省略.........
开发者ID:Skumek,项目名称:hlsdk,代码行数:101,代码来源:vgui_ScorePanel.cpp



注:本文中的GetClientVoiceMgr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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