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自学教程:C++ CL_GetGlconfig函数代码示例

51自学网 2021-06-01 20:02:39
  C++
这篇教程C++ CL_GetGlconfig函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中CL_GetGlconfig函数的典型用法代码示例。如果您正苦于以下问题:C++ CL_GetGlconfig函数的具体用法?C++ CL_GetGlconfig怎么用?C++ CL_GetGlconfig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CL_GetGlconfig函数的17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: CL_CgameSystemCalls

//.........这里部分代码省略.........	case CG_R_SETGLOBALFOG:		re.SetGlobalFog(args[1], args[2], VMF(3), VMF(4), VMF(5), VMF(6));		return 0;	case CG_R_RENDERSCENE:		re.RenderScene(VMA(1));		return 0;	case CG_R_SAVEVIEWPARMS:		re.SaveViewParms();		return 0;	case CG_R_RESTOREVIEWPARMS:		re.RestoreViewParms();		return 0;	case CG_R_SETCOLOR:		re.SetColor(VMA(1));		return 0;	case CG_R_DRAWSTRETCHPIC:		re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9]);		return 0;	case CG_R_DRAWROTATEDPIC:		re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10));		return 0;	case CG_R_DRAWSTRETCHPIC_GRADIENT:		re.DrawStretchPicGradient(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMA(10), args[11]);		return 0;	case CG_R_DRAW2DPOLYS:		re.Add2dPolys(VMA(1), args[2], args[3]);		return 0;	case CG_R_MODELBOUNDS:		re.ModelBounds(args[1], VMA(2), VMA(3));		return 0;	case CG_R_LERPTAG:		return re.LerpTag(VMA(1), VMA(2), VMA(3), args[4]);	case CG_GETGLCONFIG:		CL_GetGlconfig(VMA(1));		return 0;	case CG_GETGAMESTATE:		CL_GetGameState(VMA(1));		return 0;	case CG_GETCURRENTSNAPSHOTNUMBER:		CL_GetCurrentSnapshotNumber(VMA(1), VMA(2));		return 0;	case CG_GETSNAPSHOT:		return CL_GetSnapshot(args[1], VMA(2));	case CG_GETSERVERCOMMAND:		return CL_GetServerCommand(args[1]);	case CG_GETCURRENTCMDNUMBER:		return CL_GetCurrentCmdNumber();	case CG_GETUSERCMD:		return CL_GetUserCmd(args[1], VMA(2));	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue(args[1], args[2], VMF(3), args[4]);		return 0;	case CG_SETCLIENTLERPORIGIN:		CL_SetClientLerpOrigin(VMF(1), VMF(2), VMF(3));		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();	case CG_KEY_ISDOWN:		return Key_IsDown(args[1]);	case CG_KEY_GETCATCHER:		return Key_GetCatcher();	case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE));		return 0;	case CG_KEY_GETKEY:
开发者ID:Mailaender,项目名称:etlegacy,代码行数:67,


示例2: CL_CgameSystemCalls

//.........这里部分代码省略.........		return 0;	case CG_R_ADDREFENTITYTOSCENE:		re.AddRefEntityToScene( VMA(1) );		return 0;	case CG_R_ADDPOLYTOSCENE:		re.AddPolyToScene( args[1], args[2], VMA(3), 1 );		return 0;	case CG_R_ADDPOLYSTOSCENE:		re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );		return 0;	case CG_R_LIGHTFORPOINT:		return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );	case CG_R_ADDLIGHTTOSCENE:		re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );		return 0;	case CG_R_ADDADDITIVELIGHTTOSCENE:		re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );		return 0;	case CG_R_RENDERSCENE:		re.RenderScene( VMA(1) );		return 0;	case CG_R_SETCOLOR:		re.SetColor( VMA(1) );		return 0;	case CG_R_DRAWSTRETCHPIC:		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );		return 0;	case CG_R_MODELBOUNDS:		re.ModelBounds( args[1], VMA(2), VMA(3) );		return 0;	case CG_R_LERPTAG:		return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );	case CG_GETGLCONFIG:		CL_GetGlconfig( VMA(1) );		return 0;	case CG_GETGAMESTATE:		CL_GetGameState( VMA(1) );		return 0;	case CG_GETCURRENTSNAPSHOTNUMBER:		CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );		return 0;	case CG_GETSNAPSHOT:		return CL_GetSnapshot( args[1], VMA(2) );	case CG_GETSERVERCOMMAND:		return CL_GetServerCommand( args[1] );	case CG_GETCURRENTCMDNUMBER:		return CL_GetCurrentCmdNumber();	case CG_GETUSERCMD:		return CL_GetUserCmd( args[1], VMA(2) );	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue( args[1], VMF(2) );		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();  case CG_KEY_ISDOWN:		return Key_IsDown( args[1] );  case CG_KEY_GETCATCHER:		return Key_GetCatcher();  case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );    return 0;  case CG_KEY_GETKEY:		return Key_GetKey( VMA(1) );
开发者ID:BruceJohnJennerLawso,项目名称:quake3,代码行数:65,


示例3: CL_UISystemCalls

//.........这里部分代码省略.........			idKeyInput::KeynumToStringBuf(args[1], (char*)VMA(2), args[3]);			return 0;		case UI_KEY_GETBINDINGBUF:			idKeyInput::GetBindingBuf(args[1], (char*)VMA(2), args[3]);			return 0;		case UI_KEY_SETBINDING:			idKeyInput::SetBinding(args[1], (char*)VMA(2));			return 0;		case UI_KEY_BINDINGTOKEYS:			idKeyInput::GetBindingByString((char*)VMA(1), (int*)VMA(2), (int*)VMA(3));			return 0;		case UI_KEY_ISDOWN:			return idKeyInput::IsDown(args[1]);		case UI_KEY_GETOVERSTRIKEMODE:			return idKeyInput::GetOverstrikeMode();		case UI_KEY_SETOVERSTRIKEMODE:			idKeyInput::SetOverstrikeMode((bool)args[1]);			return 0;		case UI_KEY_CLEARSTATES:			idKeyInput::ClearStates();			return 0;		case UI_KEY_GETCATCHER:			return idKeyInput::GetCatcher();		case UI_KEY_SETCATCHER:			idKeyInput::SetCatcher(args[1]);			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;		case UI_LAN_ADDSERVER:			return LAN_AddServer(args[1], (char*)VMA(2), (char*)VMA(3));		case UI_LAN_REMOVESERVER:			LAN_RemoveServer(args[1], (char*)VMA(2));			return 0;		case UI_LAN_GETPINGQUEUECOUNT:			return LAN_GetPingQueueCount();		case UI_LAN_CLEARPING:			LAN_ClearPing(args[1]);			return 0;		case UI_LAN_GETPING:			LAN_GetPing(args[1], (char*)VMA(2), args[3], (int*)VMA(4));			return 0;		case UI_LAN_GETPINGINFO:			LAN_GetPingInfo(args[1], (char*)VMA(2), args[3]);			return 0;		case UI_LAN_GETSERVERCOUNT:			return LAN_GetServerCount(args[1]);		case UI_LAN_GETSERVERADDRESSSTRING:			LAN_GetServerAddressString(args[1], args[2], (char*)VMA(3), args[4]);			return 0;		case UI_LAN_GETSERVERINFO:			LAN_GetServerInfo(args[1], args[2], (char*)VMA(3), args[4]);
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:67,


示例4: CL_UISystemCalls

//.........这里部分代码省略.........		Key_SetBinding( args[1], 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( args[1] );		return 0;	case UI_KEY_CLEARSTATES:		Key_ClearStates();		return 0;	case UI_KEY_GETCATCHER:		return Key_GetCatcher();	case UI_KEY_SETCATCHER:		Key_SetCatcher( args[1] );		return 0;	case UI_GETCLIPBOARDDATA:		GetClipboardData( VMA(1), args[2] );		return 0;	case UI_GETCLIENTSTATE:		GetClientState( VMA(1) );		return 0;			case UI_GETGLCONFIG:		CL_GetGlconfig( VMA(1) );		return 0;	case UI_GETCONFIGSTRING:		return GetConfigString( args[1], VMA(2), args[3] );	case UI_LAN_LOADCACHEDSERVERS:		LAN_LoadCachedServers();		return 0;	case UI_LAN_SAVECACHEDSERVERS:		LAN_SaveServersToCache();		return 0;	case UI_LAN_ADDSERVER:		return LAN_AddServer(args[1], VMA(2), VMA(3));	case UI_LAN_REMOVESERVER:		LAN_RemoveServer(args[1], VMA(2));		return 0;	case UI_LAN_GETPINGQUEUECOUNT:		return LAN_GetPingQueueCount();	case UI_LAN_CLEARPING:		LAN_ClearPing( args[1] );		return 0;	case UI_LAN_GETPING:		LAN_GetPing( args[1], VMA(2), args[3], VMA(4) );		return 0;	case UI_LAN_GETPINGINFO:
开发者ID:he110world,项目名称:quake3-ios,代码行数:67,


示例5: CL_UISystemCalls

//.........这里部分代码省略.........		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:		Key_SetCatcher( args[1] );		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;	case UI_LAN_ADDSERVER:		return LAN_AddServer(args[1], (const char *)VMA(2), (const char *)VMA(3));	case UI_LAN_REMOVESERVER:		LAN_RemoveServer(args[1], (const char *)VMA(2));		return 0;	case UI_LAN_GETPINGQUEUECOUNT:		return LAN_GetPingQueueCount();	case UI_LAN_CLEARPING:		LAN_ClearPing( args[1] );		return 0;	case UI_LAN_GETPING:		LAN_GetPing( args[1], (char *)VMA(2), args[3], (int *)VMA(4) );		return 0;	case UI_LAN_GETPINGINFO:
开发者ID:Boothand,项目名称:jk2mp,代码行数:67,


示例6: CL_CgameSystemCalls

//.........这里部分代码省略.........		case CG_R_SETCOLOR:			re.SetColor( VMA( 1 ) );			return 0;			// Tremulous		case CG_R_SETCLIPREGION:			re.SetClipRegion( VMA( 1 ) );			return 0;		case CG_R_DRAWSTRETCHPIC:			re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ] );			return 0;		case CG_R_DRAWROTATEDPIC:			re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) );			return 0;		case CG_R_DRAWSTRETCHPIC_GRADIENT:			re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMA( 10 ), args[ 11 ] );			return 0;		case CG_R_DRAW2DPOLYS:			re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] );			return 0;		case CG_R_MODELBOUNDS:			re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) );			return 0;		case CG_R_LERPTAG:			return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );		case CG_GETGLCONFIG:			CL_GetGlconfig( VMA( 1 ) );			return 0;		case CG_GETGAMESTATE:			CL_GetGameState( VMA( 1 ) );			return 0;		case CG_GETCURRENTSNAPSHOTNUMBER:			CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) );			return 0;		case CG_GETSNAPSHOT:			return CL_GetSnapshot( args[ 1 ], VMA( 2 ) );		case CG_GETSERVERCOMMAND:			return CL_GetServerCommand( args[ 1 ] );		case CG_GETCURRENTCMDNUMBER:			return CL_GetCurrentCmdNumber();		case CG_GETUSERCMD:			return CL_GetUserCmd( args[ 1 ], VMA( 2 ) );		case CG_SETUSERCMDVALUE:			CL_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] );			return 0;		case CG_SETCLIENTLERPORIGIN:			CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );			return 0;		case CG_MEMORY_REMAINING:			return Hunk_MemoryRemaining();
开发者ID:Sixthly,项目名称:Unvanquished,代码行数:67,


示例7: CL_UISystemCalls

//.........这里部分代码省略.........        return 0;    case UI_KEY_GETBINDINGBUF:        Key_GetBindingBuf(args[1], VMA(2), args[3]);        return 0;    case UI_KEY_SETBINDING:        Key_SetBinding(args[1], VMA(2));        return 0;    case UI_KEY_BINDINGTOKEYS:        Key_GetBindingByString(VMA(1), VMA(2), VMA(3));        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(VMA(1), args[2]);        return 0;    case UI_GETCLIENTSTATE:        GetClientState(VMA(1));        return 0;    case UI_GETGLCONFIG:        CL_GetGlconfig(VMA(1));        return 0;    case UI_GETCONFIGSTRING:        return GetConfigString(args[1], VMA(2), args[3]);    case UI_LAN_LOADCACHEDSERVERS:        LAN_LoadCachedServers();        return 0;    case UI_LAN_SAVECACHEDSERVERS:        //LAN_SaveServersToFile(); // now done on add/remove fav server so we no longer save LAN favs on shutdown & restart        return 0;    case UI_LAN_ADDSERVER:        return LAN_AddServer(args[1], VMA(2), VMA(3));    case UI_LAN_REMOVESERVER:        LAN_RemoveServer(args[1], VMA(2));        return 0;    case UI_LAN_GETPINGQUEUECOUNT:        return LAN_GetPingQueueCount();    case UI_LAN_CLEARPING:        LAN_ClearPing(args[1]);        return 0;    case UI_LAN_GETPING:        LAN_GetPing(args[1], VMA(2), args[3], VMA(4));        return 0;    case UI_LAN_GETPINGINFO:        LAN_GetPingInfo(args[1], VMA(2), args[3]);        return 0;    case UI_LAN_GETSERVERCOUNT:        return LAN_GetServerCount(args[1]);    case UI_LAN_GETSERVERADDRESSSTRING:        LAN_GetServerAddressString(args[1], args[2], VMA(3), args[4]);        return 0;    case UI_LAN_GETSERVERINFO:        LAN_GetServerInfo(args[1], args[2], VMA(3), args[4]);
开发者ID:etlegacy,项目名称:etlegacy,代码行数:67,


示例8: CL_UISystemCalls

//.........这里部分代码省略.........		case UI_KEY_SETOVERSTRIKEMODE:			Key_SetOverstrikeMode( args[ 1 ] );			return 0;		case UI_KEY_CLEARSTATES:			Key_ClearStates();			return 0;		case UI_KEY_GETCATCHER:			return Key_GetCatcher();		case UI_KEY_SETCATCHER:			Key_SetCatcher( args[ 1 ] );			return 0;		case UI_GETCLIPBOARDDATA:			VM_CheckBlock( args[1], args[2], "UIGCD" );			if ( cl_allowPaste->integer )			{				CL_GetClipboardData( VMA( 1 ), args[ 2 ], args[ 3 ] );			}			else			{				( (char *) VMA( 1 ) )[0] = '/0';			}			return 0;		case UI_GETCLIENTSTATE:			GetClientState( VMA( 1 ) );			return 0;		case UI_GETGLCONFIG:			CL_GetGlconfig( VMA( 1 ) );			return 0;		case UI_GETCONFIGSTRING:			VM_CheckBlock( args[2], args[3], "UIGCS" );			return GetConfigString( args[ 1 ], VMA( 2 ), args[ 3 ] );		case UI_LAN_LOADCACHEDSERVERS:			LAN_LoadCachedServers();			return 0;		case UI_LAN_SAVECACHEDSERVERS:			LAN_SaveServersToCache();			return 0;		case UI_LAN_ADDSERVER:			return LAN_AddServer( args[ 1 ], VMA( 2 ), VMA( 3 ) );		case UI_LAN_REMOVESERVER:			LAN_RemoveServer( args[ 1 ], VMA( 2 ) );			return 0;		case UI_LAN_GETPINGQUEUECOUNT:			return LAN_GetPingQueueCount();		case UI_LAN_CLEARPING:			LAN_ClearPing( args[ 1 ] );			return 0;		case UI_LAN_GETPING:			VM_CheckBlock( args[2], args[3], "UILANGP" );			LAN_GetPing( args[ 1 ], VMA( 2 ), args[ 3 ], VMA( 4 ) );			return 0;
开发者ID:ghostmod,项目名称:Unvanquished,代码行数:67,


示例9: CL_CgameSystemCalls

//.........这里部分代码省略.........            return 0;        case CG_R_ADDPOLYTOSCENE:            re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), 1 );            return 0;        case CG_R_ADDPOLYSTOSCENE:            re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), args[4] );            return 0;        case CG_R_LIGHTFORPOINT:            return re.LightForPoint( (float*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4) );        case CG_R_ADDLIGHTTOSCENE:            re.AddLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );            return 0;        case CG_R_ADDADDITIVELIGHTTOSCENE:            re.AddAdditiveLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );            return 0;        case CG_R_RENDERSCENE:            re.RenderScene( (const refdef_t*)VMA(1) );            return 0;        case CG_R_SETCOLOR:            re.SetColor( (const float*)VMA(1) );            return 0;        case CG_R_SETCLIPREGION:            re.SetClipRegion( (const float*)VMA(1) );            return 0;        case CG_R_DRAWSTRETCHPIC:            re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), (qhandle_t)args[9] );            return 0;        case CG_R_MODELBOUNDS:            re.ModelBounds( (qhandle_t)args[1], (float*)VMA(2), (float*)VMA(3) );            return 0;        case CG_R_LERPTAG:            return re.LerpTag( (orientation_t*)VMA(1), args[2], args[3], args[4], VMF(5), (const char*)VMA(6) );        case CG_GETGLCONFIG:            CL_GetGlconfig( (glconfig_t*)VMA(1) );            return 0;        case CG_GETGAMESTATE:            CL_GetGameState( (gameState_t*)VMA(1) );            return 0;        case CG_GETCURRENTSNAPSHOTNUMBER:            CL_GetCurrentSnapshotNumber( (int*)VMA(1), (int*)VMA(2) );            return 0;        case CG_GETSNAPSHOT:            return CL_GetSnapshot( args[1], (snapshot_t*)VMA(2) );        case CG_GETSERVERCOMMAND:            return CL_GetServerCommand( args[1] );        case CG_GETCURRENTCMDNUMBER:            return CL_GetCurrentCmdNumber();        case CG_GETUSERCMD:            return CL_GetUserCmd( args[1], (usercmd_t*)VMA(2) );        case CG_SETUSERCMDVALUE:            CL_SetUserCmdValue( args[1], VMF(2) );            return 0;        case CG_MEMORY_REMAINING:            return Hunk_MemoryRemaining();        case CG_KEY_ISDOWN:            return Key_IsDown( args[1] );        case CG_KEY_GETCATCHER:            return Key_GetCatcher();        case CG_KEY_SETCATCHER:            // don't allow the cgame module to toggle the console            Key_SetCatcher( ( args[1] & ~KEYCATCH_CONSOLE ) | ( Key_GetCatcher() & KEYCATCH_CONSOLE ) );            return 0;        case CG_KEY_GETKEY:            return Key_GetKey( (const char*)VMA(1) );        case CG_GETDEMOSTATE:
开发者ID:wtfbbqhax,项目名称:tremulous,代码行数:67,


示例10: trap_GetGlconfig

void trap_GetGlconfig( glconfig_t *glconfig ) {//	syscall( UI_GETGLCONFIG, glconfig );	CL_GetGlconfig( glconfig );}
开发者ID:Christian-Barrett,项目名称:OpenJK,代码行数:5,


示例11: CL_CgameSystemCalls

//.........这里部分代码省略.........		return 0;	case CG_R_MODELBOUNDS:		re.ModelBounds( args[1], (float *) VMA(2), (float *) VMA(3) );		return 0;	case CG_R_LERPTAG:		re.LerpTag( (orientation_t *) VMA(1), args[2], args[3], args[4], VMF(5), (const char *) VMA(6) );		return 0;	case CG_R_DRAWROTATEPIC:		re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] );		return 0;	case CG_R_DRAWROTATEPIC2:		re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] );		return 0;	case CG_R_SETRANGEFOG:		// FIXME: Figure out if this is how it's done in MP :S --eez		/*if (tr.rangedFog <= 0.0f)		{			g_oldRangedFog = tr.rangedFog;		}		tr.rangedFog = VMF(1);		if (tr.rangedFog == 0.0f && g_oldRangedFog)		{ //restore to previous state if applicable			tr.rangedFog = g_oldRangedFog;		}*/		re.SetRangedFog( VMF( 1 ) );		return 0;	case CG_R_LA_GOGGLES:		re.LAGoggles();		return 0;	case CG_R_SCISSOR:		re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4));		return 0;	case CG_GETGLCONFIG:		CL_GetGlconfig( (glconfig_t *) VMA(1) );		return 0;	case CG_GETGAMESTATE:		CL_GetGameState( (gameState_t *) VMA(1) );		return 0;	case CG_GETCURRENTSNAPSHOTNUMBER:		CL_GetCurrentSnapshotNumber( (int *) VMA(1), (int *) VMA(2) );		return 0;	case CG_GETSNAPSHOT:		return CL_GetSnapshot( args[1], (snapshot_t *) VMA(2) );	case CG_GETDEFAULTSTATE:		return CL_GetDefaultState(args[1], (entityState_t *)VMA(2));	case CG_GETSERVERCOMMAND:		return CL_GetServerCommand( args[1] );	case CG_GETCURRENTCMDNUMBER:		return CL_GetCurrentCmdNumber();	case CG_GETUSERCMD:		return CL_GetUserCmd( args[1], (usercmd_s *) VMA(2) );	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) );		return 0;	case CG_SETUSERCMDANGLES:		CL_SetUserCmdAngles( VMF(1), VMF(2), VMF(3) );		return 0;	case COM_SETORGANGLES:		Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2));		return 0;/*Ghoul2 Insert Start*/		
开发者ID:Delfin1,项目名称:OpenJK,代码行数:66,


示例12: CL_UISystemCalls

//.........这里部分代码省略.........		return 0;	case UI_KEY_ISDOWN:		return Key_IsDown( args[1] );	case UI_KEY_GETOVERSTRIKEMODE:		return Key_GetOverstrikeMode();	case UI_KEY_SETOVERSTRIKEMODE:		Key_SetOverstrikeMode( 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:		CL_GetClipboardData( VMA(1), args[2] );		return 0;	case UI_GETCLIENTSTATE:		GetClientState( VMA(1) );		return 0;			case UI_GETGLCONFIG:		CL_GetGlconfig( VMA(1) );		return 0;	case UI_GETCONFIGSTRING:		return GetConfigString( args[1], VMA(2), args[3] );	case UI_LAN_LOADCACHEDSERVERS:		LAN_LoadCachedServers();		return 0;	case UI_LAN_SAVECACHEDSERVERS:		LAN_SaveServersToCache();		return 0;	case UI_LAN_ADDSERVER:		return LAN_AddServer(args[1], VMA(2), VMA(3));	case UI_LAN_REMOVESERVER:		LAN_RemoveServer(args[1], VMA(2));		return 0;	case UI_LAN_GETPINGQUEUECOUNT:		return LAN_GetPingQueueCount();	case UI_LAN_CLEARPING:		LAN_ClearPing( args[1] );		return 0;	case UI_LAN_GETPING:		LAN_GetPing( args[1], VMA(2), args[3], VMA(4) );		return 0;	case UI_LAN_GETPINGINFO:
开发者ID:Aravind7z,项目名称:zeq2lite,代码行数:67,


示例13: CL_CgameSystemCalls

//.........这里部分代码省略.........		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), NULL, VMF(5), VMF(6), VMF(7), VMF(8), args[9] );		return 0;	case CG_R_SHAPECREATE:		{			curve_t *	c = VMA(1);			int			n = args[3];			int			i;			for ( i=0; i<n; i++ ) {				c->pts = (vec2_t*)VM_ArgPtr((intptr_t)c->pts);				c->uvs = (vec2_t*)VM_ArgPtr((intptr_t)c->uvs);				c->colors = (vec4_t*)VM_ArgPtr((intptr_t)c->colors);				c->indices = (short*)VM_ArgPtr((intptr_t)c->indices );			}			return re.ShapeCreate( c, VMA( 2 ), n );		}	case CG_R_SHAPEDRAW:		re.ShapeDraw( args[1], args[2], VMA( 3 ) );		return 0;	case CG_R_RENDERTEXT:		CL_RenderText( VMA(1), VMF(2), VMA(3), VMA(4), args[5], (args[6])>>16, args[6]&0xFFFF, args[7], args[8], 0, args[9], VMA(10) );		return 0;	case CG_R_GETFONT:		memcpy( VMA(3), re.GetFontFromFontSet( args[1], VMF(2) ), sizeof(fontInfo_t) );		return 0;	case CG_R_ROUNDRECT:		SCR_FillRect( VMF(1), VMF(2), VMF(3), VMF(4), VMA(5), args[6] );		return 0;	case CG_R_MODELBOUNDS:		re.ModelBounds( args[1], VMA(2), VMA(3) );		return 0;	case CG_R_LERPTAG:		return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );	case CG_GETGLCONFIG:		CL_GetGlconfig( VMA(1) );		return 0;	case CG_GETGAMESTATE:		CL_GetGameState( VMA(1) );		return 0;	case CG_GETCURRENTSNAPSHOTNUMBER:		CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );		return 0;	case CG_GETSNAPSHOT:		return CL_GetSnapshot( args[1], VMA(2) );	case CG_GETSERVERCOMMAND:		return CL_GetServerCommand( args[1] );	case CG_GETCURRENTCMDNUMBER:		return CL_GetCurrentCmdNumber();	case CG_GETUSERCMD:		return CL_GetUserCmd( args[1], VMA(2) );	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue( args[1], VMF(2) );		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();  case CG_KEY_ISDOWN:		return Key_IsDown( args[1] );  case CG_KEY_GETCATCHER:		return Key_GetCatcher();  case CG_KEY_SETCATCHER:		Key_SetCatcher( args[1] );    return 0;  case CG_KEY_GETKEY:		return Key_GetKey( VMA(1) );
开发者ID:ballju,项目名称:SpaceTrader-GPL-1.1.14,代码行数:64,


示例14: CL_UISystemCalls

/*====================CL_UISystemCallsThe ui module is making a system call====================*/intptr_t CL_UISystemCalls( intptr_t *args ) {	switch( args[0] ) 	{	case UI_ERROR:		Com_Error( ERR_DROP, "%s", VMA(1) );		return 0;	case UI_CVAR_REGISTER:		Cvar_Register( (vmCvar_t *)VMA(1),(const char *) VMA(2),(const char *) VMA(3), args[4] ); 		return 0;	case UI_CVAR_SET:		Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );		return 0;	case UI_CVAR_SETVALUE:		Cvar_SetValue( (const char *) VMA(1), VMF(2) );		return 0;	case UI_CVAR_UPDATE:		Cvar_Update( (vmCvar_t *) VMA(1) );		return 0;	case UI_R_REGISTERMODEL:		return re.RegisterModel((const char *) VMA(1) );	case UI_R_REGISTERSHADERNOMIP:		return re.RegisterShaderNoMip((const char *) VMA(1) );	case UI_GETGLCONFIG:		CL_GetGlconfig( ( glconfig_t *) VMA(1) );		return 0;	case UI_CMD_EXECUTETEXT:		Cbuf_ExecuteText( args[1], (const char *) VMA(2) );		return 0;	case UI_CVAR_VARIABLEVALUE:		return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) );	case UI_FS_GETFILELIST:		return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] );	case UI_KEY_SETCATCHER:		Key_SetCatcher( args[1] );		return 0;	case UI_KEY_CLEARSTATES:		Key_ClearStates();		return 0;	case UI_R_SETCOLOR:		re.SetColor( (const float *) VMA(1) );		return 0;	case UI_R_DRAWSTRETCHPIC:		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );		return 0;	case UI_CVAR_VARIABLESTRINGBUFFER:		Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] );		return 0;  case UI_R_MODELBOUNDS:		re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) );		return 0;	case UI_R_CLEARSCENE:		re.ClearScene();		return 0;//	case UI_KEY_GETOVERSTRIKEMODE://		return Key_GetOverstrikeMode();//		return 0;//	case UI_PC_READ_TOKEN://		return PC_ReadTokenHandle( args[1], VMA(2) );		//	case UI_PC_SOURCE_FILE_AND_LINE://		return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );	case UI_KEY_GETCATCHER:		return Key_GetCatcher();	case UI_MILLISECONDS:		return Sys_Milliseconds();	case UI_S_REGISTERSOUND:		return S_RegisterSound((const char *) VMA(1));	case UI_S_STARTLOCALSOUND://.........这里部分代码省略.........
开发者ID:Elfmagi,项目名称:OpenJK,代码行数:101,


示例15: CL_CgameSystemCalls

//.........这里部分代码省略.........	case CG_R_ADDLIGHTTOSCENE:		re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] );		return 0;//	case CG_R_ADDADDITIVELIGHTTOSCENE://		re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );//		return 0;	case CG_R_ADDCORONATOSCENE:		re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] );		return 0;	case CG_R_SETFOG:		re.SetFog( args[1], args[2], args[3], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) );		return 0;	case CG_R_RENDERSCENE:		re.RenderScene( VMA( 1 ) );		return 0;	case CG_R_SETCOLOR:		re.SetColor( VMA( 1 ) );		return 0;	case CG_R_DRAWSTRETCHPIC:		re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9] );		return 0;	case CG_R_DRAWROTATEDPIC:		re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMF( 10 ) );		return 0;	case CG_R_DRAWSTRETCHPIC_GRADIENT:		re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMA( 10 ), args[11] );		return 0;	case CG_R_MODELBOUNDS:		re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) );		return 0;	case CG_R_LERPTAG:		return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] );	case CG_GETGLCONFIG:		CL_GetGlconfig( VMA( 1 ) );		return 0;	case CG_GETGAMESTATE:		CL_GetGameState( VMA( 1 ) );		return 0;	case CG_GETCURRENTSNAPSHOTNUMBER:		CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) );		return 0;	case CG_GETSNAPSHOT:		return CL_GetSnapshot( args[1], VMA( 2 ) );	case CG_GETSERVERCOMMAND:		return CL_GetServerCommand( args[1] );	case CG_GETCURRENTCMDNUMBER:		return CL_GetCurrentCmdNumber();	case CG_GETUSERCMD:		return CL_GetUserCmd( args[1], VMA( 2 ) );	case CG_SETUSERCMDVALUE:		CL_SetUserCmdValue( args[1], args[2], VMF( 3 ), args[4], args[5] );		return 0;	case CG_SETCLIENTLERPORIGIN:		CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );		return 0;	case CG_MEMORY_REMAINING:		return Hunk_MemoryRemaining();	case CG_KEY_ISDOWN:		return Key_IsDown( args[1] );	case CG_KEY_GETCATCHER:		return Key_GetCatcher();	case CG_KEY_SETCATCHER:		// Don't allow the cgame module to close the console		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );		return 0;	case CG_KEY_GETKEY:
开发者ID:MAN-AT-ARMS,项目名称:iortcw-archive,代码行数:67,


示例16: CL_UISystemCalls

//.........这里部分代码省略.........		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;	case UI_LAN_ADDSERVER:		return LAN_AddServer(args[1], (const char *)VMA(2), (const char *)VMA(3));	case UI_LAN_REMOVESERVER:		LAN_RemoveServer(args[1], (const char *)VMA(2));		return 0;	case UI_LAN_GETPINGQUEUECOUNT:		return LAN_GetPingQueueCount();	case UI_LAN_CLEARPING:		LAN_ClearPing( args[1] );		return 0;	case UI_LAN_GETPING:		LAN_GetPing( args[1], (char *)VMA(2), args[3], (int *)VMA(4) );		return 0;	case UI_LAN_GETPINGINFO:
开发者ID:entdark,项目名称:jaMME,代码行数:67,


示例17: CL_UISystemCalls

//.........这里部分代码省略.........		return 0;#endif // RTCW_XX	case UI_KEY_ISDOWN:		return Key_IsDown( args[1] );	case UI_KEY_GETOVERSTRIKEMODE:		return Key_GetOverstrikeMode();	case UI_KEY_SETOVERSTRIKEMODE:		Key_SetOverstrikeMode( args[1] );		return 0;	case UI_KEY_CLEARSTATES:		Key_ClearStates();		return 0;	case UI_KEY_GETCATCHER:		return Key_GetCatcher();	case UI_KEY_SETCATCHER:		Key_SetCatcher( args[1] );		return 0;	case UI_GETCLIPBOARDDATA:		GetClipboardData( static_cast<char*> (VMA( 1 )), args[2] );		return 0;	case UI_GETCLIENTSTATE:		GetClientState( static_cast<uiClientState_t*> (VMA( 1 )) );		return 0;	case UI_GETGLCONFIG:		CL_GetGlconfig( static_cast<glconfig_t*> (VMA( 1 )) );		return 0;	case UI_GETCONFIGSTRING:		return GetConfigString( args[1], static_cast<char*> (VMA( 2 )), args[3] );	case UI_LAN_LOADCACHEDSERVERS:		LAN_LoadCachedServers();		return 0;	case UI_LAN_SAVECACHEDSERVERS:		LAN_SaveServersToCache();		return 0;	case UI_LAN_ADDSERVER:		return LAN_AddServer( args[1], static_cast<const char*> (VMA( 2 )), static_cast<const char*> (VMA( 3 )) );	case UI_LAN_REMOVESERVER:		LAN_RemoveServer( args[1], static_cast<const char*> (VMA( 2 )) );		return 0;	case UI_LAN_GETPINGQUEUECOUNT:		return LAN_GetPingQueueCount();	case UI_LAN_CLEARPING:		LAN_ClearPing( args[1] );		return 0;	case UI_LAN_GETPING:		LAN_GetPing( args[1], static_cast<char*> (VMA( 2 )), args[3], static_cast<int*> (VMA( 4 )) );		return 0;	case UI_LAN_GETPINGINFO:
开发者ID:bibendovsky,项目名称:rtcw,代码行数:67,



注:本文中的CL_GetGlconfig函数示例整理自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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