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本文整理汇总了C++中Con_DrawConsole函数的典型用法代码示例。如果您正苦于以下问题:C++ Con_DrawConsole函数的具体用法?C++ Con_DrawConsole怎么用?C++ Con_DrawConsole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Con_DrawConsole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: SCR_DrawConsole/*==================SCR_DrawConsolemodified by carbon14 to draw black behind a fully down console in support of transparency==================*/void SCR_DrawConsole (void){ Con_CheckResize (); if (cls.state == ca_disconnected || cls.state == ca_connecting) { // forced full screen console re.DrawFill (0, 0, viddef.width, viddef.height, 0); // c14 add this line MenuRefdefActive = 0; // NeVo Con_DrawConsole (1.0); return; } if (cls.state != ca_active || !cl.refresh_prepped) { // connected, but can't render re.DrawFill (0, 0, viddef.width, viddef.height, 0); // c14 change this line and it needs moving to before Con_DrawConsole MenuRefdefActive = 0; // NeVo Con_DrawConsole (0.5); return; } if (scr_con_current) { MenuRefdefActive = 0; // NeVo Con_DrawConsole (scr_con_current); } else { MenuRefdefActive = 0; // NeVo if (cls.key_dest == key_game || cls.key_dest == key_message) Con_DrawNotify (); // only draw notify in game }}
开发者ID:Jaegermeiste,项目名称:quake2_322,代码行数:39,
示例2: SCR_DrawConsole/*==================SCR_DrawConsole==================*/void SCR_DrawConsole (void){ Con_CheckResize (); if (cls.state == ca_disconnected || cls.state == ca_connecting) { // forced full screen console Con_DrawConsole (1.0); return; } if (cls.state != ca_active || !cl.refresh_prepped) { // connected, but can't render Con_DrawConsole (0.5); Draw_Fill (0, viddef.height/2, viddef.width, viddef.height/2, 0, 1.0); return; } if (scr_con_current) { Con_DrawConsole (scr_con_current); }// mattx86: we want the console notify lines always visible, even with the console down. //else //{ //if (cls.key_dest == key_game || cls.key_dest == key_message) Con_DrawNotify (); // only draw notify in game //}}
开发者ID:mattx86,项目名称:myq2,代码行数:33,
示例3: SCR_DrawConsole/*==================SCR_DrawConsole==================*/void SCR_DrawConsole (void){ Con_CheckResize (); if (cls.state == ca_disconnected || cls.state == ca_connecting) { // forced full screen console Con_DrawConsole (1.0); return; } if (cls.state != ca_active || !cl.refresh_prepped) { // connected, but can't render Con_DrawConsole (0.5); re.DrawFill (0, viddef.height/2, viddef.width, viddef.height/2, 0); return; } if (scr_con_current) { Con_DrawConsole (scr_con_current); } else { if (cls.key_dest == key_game || cls.key_dest == key_message) Con_DrawNotify (); // only draw notify in game }}
开发者ID:davepkennedy,项目名称:quake2_FoD,代码行数:32,
示例4: SCR_DrawConsolevoidSCR_DrawConsole(void){ Con_CheckResize(); if ((cls.state == ca_disconnected) || (cls.state == ca_connecting)) { /* forced full screen console */ Con_DrawConsole(1.0); return; } if ((cls.state != ca_active) || !cl.refresh_prepped) { /* connected, but can't render */ Con_DrawConsole(0.5); Draw_Fill(0, viddef.height / 2, viddef.width, viddef.height / 2, 0); return; } if (scr_con_current) { Con_DrawConsole(scr_con_current); } else { if ((cls.key_dest == key_game) || (cls.key_dest == key_message)) { Con_DrawNotify(); /* only draw notify in game */ } }}
开发者ID:siraj,项目名称:yquake2,代码行数:32,
示例5: mainintmain (int argc, const char *argv[]){ int frame = 0; COM_InitArgv (argc, argv); qtv_init (); Sys_Printf ("Ohayou gozaimasu/n"); while (1) { Cbuf_Execute_Stack (qtv_cbuf); Sys_CheckInput (1, net_socket); realtime = Sys_DoubleTime () + 1; qtv_read_packets (); Con_ProcessInput (); Server_Frame (); Client_Frame (); if (++frame == 100) { frame = 0; Con_DrawConsole (); } } return 0;}
开发者ID:EIREXE,项目名称:Quakeforge-gcw0,代码行数:31,
示例6: V_PostRender/*==================V_PostRender==================*/void V_PostRender( void ){ R_Set2DMode( true ); if( cls.state == ca_active ) { CL_DrawHUD( CL_ACTIVE );#ifndef NO_VGUI VGui_Paint();#endif } if( cls.scrshot_action == scrshot_inactive || cls.scrshot_action == scrshot_normal ) { SCR_RSpeeds(); SCR_NetSpeeds(); SCR_DrawFPS(); CL_DrawDemoRecording(); R_ShowTextures(); CL_DrawHUD( CL_CHANGELEVEL ); Con_DrawConsole(); UI_UpdateMenu( host.realtime ); Con_DrawDebug(); // must be last S_ExtraUpdate(); } SCR_MakeScreenShot(); R_EndFrame();}
开发者ID:bmk10,项目名称:sing-engine,代码行数:35,
示例7: SCR_DrawConsole/** * @sa SCR_UpdateScreen * @sa Con_DrawConsole * @sa Con_DrawNotify */static void SCR_DrawConsole (void){ Con_CheckResize(); if (!viddef.viewWidth || !viddef.viewHeight) { /* active full screen menu */ /* draw the console like in game */ if (scr_con_current > 0.0) Con_DrawConsole(scr_con_current); return; } if (scr_con_current > 0.0) { Con_DrawConsole(scr_con_current); }}
开发者ID:ptitSeb,项目名称:UFO--AI-OpenPandora,代码行数:21,
示例8: SCR_DrawScreenField/*==================SCR_DrawScreenFieldThis will be called twice if rendering in stereo mode==================*/void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame ); qboolean uiFullscreen = _UI_IsFullscreen(); // if the menu is going to cover the entire screen, we // don't need to render anything under it if ( !uiFullscreen ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up UI_SetActiveMenu( "mainMenu", NULL ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog UI_DrawConnect( clc.servername, cls.updateInfoString ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); break; case CA_ACTIVE: if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) { SCR_DrawCinematic(); } else { CL_CGameRendering( stereoFrame ); } break; } } re.ProcessDissolve(); // draw downloading progress bar // the menu draws next _UI_Refresh( cls.realtime ); // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer ) { SCR_DrawDebugGraph (); }}
开发者ID:DustysPatch,项目名称:OpenJK,代码行数:66,
示例9: SCR_DrawConsolevoid SCR_DrawConsole(void) { if (scr_con_current) { scr_copyeverything = 1; Con_DrawConsole(scr_con_current, true); clearconsole = 0; } else { if (key_dest == key_game || key_dest == key_message) Con_DrawNotify(); // only draw notify in game }}
开发者ID:DrLabman,项目名称:QMB,代码行数:10,
示例10: Client_Screen_DrawConsole/** * /brief Draw the console on the screen. */PUBLIC void Client_Screen_DrawConsole( void ){ if( r_world != NULL ) { R_DrawWorld(); } Con_CheckResize(); if( ClientStatic.state == ca_disconnected || ClientStatic.state == ca_connecting ) { // forced full screen console Con_DrawConsole( 1.0 ); return; } if( ClientStatic.state != ca_active )// || !ClientState.refresh_prepped ) { // connected, but can't render Con_DrawConsole( 0.5 ); R_Draw_Fill( 0, viddef.height >> 1, viddef.width, viddef.height >> 1, colourBlack ); return; }
开发者ID:MichaelLiebscher,项目名称:Wolfenstein3D_Redux,代码行数:24,
示例11: V_PostRender/*==================V_PostRender==================*/void V_PostRender( void ){ qboolean draw_2d = false; R_Set2DMode( true ); if( cls.state == ca_active ) { SCR_TileClear(); CL_DrawHUD( CL_ACTIVE );#ifdef XASH_VGUI VGui_Paint();#endif } switch( cls.scrshot_action ) { case scrshot_inactive: case scrshot_normal: case scrshot_snapshot: draw_2d = true; break; } if( draw_2d ) { SCR_RSpeeds(); SCR_NetSpeeds(); SCR_DrawFPS(); SV_DrawOrthoTriangles(); CL_DrawDemoRecording(); R_ShowTextures(); CL_DrawHUD( CL_CHANGELEVEL ); Con_DrawConsole(); UI_UpdateMenu( host.realtime ); Con_DrawVersion(); Con_DrawDebug(); // must be last S_ExtraUpdate(); } SCR_MakeScreenShot(); R_EndFrame();}
开发者ID:mittorn,项目名称:xash3d,代码行数:49,
示例12: CG_RunConsole/*==================CG_RunConsoleScroll it up or down and draw it==================*/void CG_RunConsole( connstate_t state ) { // decide on the destination height of the console if ( trap_Key_GetCatcher( ) & KEYCATCH_CONSOLE ) con.finalFrac = 0.5; // half screen else con.finalFrac = 0; // none visible // scroll towards the destination height if (con.finalFrac < con.displayFrac) { con.displayFrac -= con_conspeed.value*cg.realFrameTime*0.001; if (con.finalFrac > con.displayFrac) con.displayFrac = con.finalFrac; } else if (con.finalFrac > con.displayFrac) { con.displayFrac += con_conspeed.value*cg.realFrameTime*0.001; if (con.finalFrac < con.displayFrac) con.displayFrac = con.finalFrac; } Con_DrawConsole( state );}
开发者ID:mecwerks,项目名称:spearmint-ios,代码行数:31,
示例13: SCR_DrawScreenFieldvoid SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame );#ifdef _XBOX// if(ClientManager::splitScreenMode == qtrue) // cls.state = ClientManager::ActiveClient().state;#endif // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings#ifndef _XBOX // Xbox no likey if ( cls.state != CA_ACTIVE ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( g_color_table[0] ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader ); re.SetColor( NULL ); } }#endif if ( !uivm ) { Com_DPrintf("draw screen without UI loaded/n"); return; } // if the menu is going to cover the entire screen, we // don't need to render anything under it //actually, yes you do, unless you want clients to cycle out their reliable //commands from sitting in the menu. -rww if ( !VM_Call( uivm, UI_IS_FULLSCREEN ) || (!(cls.framecount&7) && cls.state == CA_ACTIVE)) { switch( cls.state ) { default:#ifdef _XBOX if(ClientManager::splitScreenMode == qfalse)#endif Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time VM_Call( uivm, UI_REFRESH, cls.realtime ); VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse ); break; case CA_LOADING: case CA_PRIMED: // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time VM_Call( uivm, UI_REFRESH, cls.realtime ); VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue ); // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); break; case CA_ACTIVE: CL_CGameRendering( stereoFrame );// SCR_DrawDemoRecording(); break; } } // the menu draws next if ( cls.keyCatchers & KEYCATCH_UI && uivm ) { VM_Call( uivm, UI_REFRESH, cls.realtime ); } // console draws next Con_DrawConsole ();#ifndef FINAL_BUILD // Debugging output for voice system if( cl_debugVoice->integer ) g_Voice.DrawVoiceStats();#endif#ifdef _DEBUG // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) { SCR_DrawDebugGraph (); }#endif}
开发者ID:3ddy,项目名称:Jedi-Academy,代码行数:94,
示例14: SCR_DrawScreenField/*==================SCR_DrawScreenFieldThis will be called twice if rendering in stereo mode==================*/void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame ); // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings if ( cls.state != CA_ACTIVE ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( g_color_table[0] ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader ); re.SetColor( NULL ); } } if ( !uivm ) { Com_DPrintf("draw screen without UI loaded/n"); return; } // if the menu is going to cover the entire screen, we // don't need to render anything under it if ( !VM_Call( uivm, UI_IS_FULLSCREEN )) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time VM_Call( uivm, UI_REFRESH, cls.realtime ); VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qfalse ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time VM_Call( uivm, UI_REFRESH, cls.realtime ); VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue ); break; case CA_ACTIVE: CL_CGameRendering( stereoFrame ); SCR_DrawDemoRecording(); break; } } // the menu draws next if ( cls.keyCatchers & KEYCATCH_UI && uivm ) { VM_Call( uivm, UI_REFRESH, cls.realtime ); } // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) { SCR_DrawDebugGraph (); }}
开发者ID:5Quintessential,项目名称:jedioutcast,代码行数:79,
示例15: SCR_DrawScreenField/*==================SCR_DrawScreenFieldThis will be called twice if rendering in stereo mode==================*/void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re->BeginFrame( stereoFrame ); qboolean uiFullscreen = (qboolean)(cls.uiStarted && UIVM_IsFullscreen()); if ( !cls.uiStarted ) { Com_DPrintf("draw screen without UI loaded/n"); return; } // if the menu is going to cover the entire screen, we // don't need to render anything under it //actually, yes you do, unless you want clients to cycle out their reliable //commands from sitting in the menu. -rww if ( (cls.uiStarted && !uiFullscreen) || (!(cls.framecount&7) && cls.state == CA_ACTIVE) ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); UIVM_SetActiveMenu( UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time UIVM_Refresh( cls.realtime ); UIVM_DrawConnectScreen( qfalse ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time UIVM_Refresh( cls.realtime ); UIVM_DrawConnectScreen( qtrue ); break; case CA_ACTIVE: CL_CGameRendering( stereoFrame ); SCR_DrawDemoRecording(); break; } } // the menu draws next if ( Key_GetCatcher( ) & KEYCATCH_UI && cls.uiStarted ) { UIVM_Refresh( cls.realtime ); } // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) { SCR_DrawDebugGraph (); }}
开发者ID:DarthFutuza,项目名称:JediKnightGalaxies,代码行数:73,
示例16: SCR_DrawScreenField/*==================SCR_DrawScreenFieldThis will be called twice if rendering in stereo mode==================*/void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame ); if ( !uivm ) { Com_DPrintf("draw screen without UI loaded/n"); return; } // if the menu is going to cover the entire screen, we // don't need to render anything under it if (!VM_Call(uivm, UI_IS_FULLSCREEN)) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); VM_Call(uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: { // workaround for ingame UI not loading connect.menu qhandle_t hShader = re.RegisterShader("menu/art/unknownmap"); re.DrawStretchPic(0, 0, 640, 480, 0, 0, 1, 1, hShader, 1, 1); } // connecting clients will only show the connection dialog // refresh to update the time VM_Call(uivm, UI_REFRESH, cls.realtime); VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, qfalse); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); MV_DrawConnectingInfo(); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time VM_Call(uivm, UI_REFRESH, cls.realtime); VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, qtrue); break; case CA_ACTIVE: CL_CGameRendering( stereoFrame ); SCR_DrawDemoRecording(); break; } } // the menu draws next if ( cls.keyCatchers & KEYCATCH_UI && uivm ) { VM_Call(uivm, UI_REFRESH, cls.realtime); } // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) { SCR_DrawDebugGraph (); }}
开发者ID:ouned,项目名称:jk2mv,代码行数:76,
示例17: SCR_DrawScreenField/*==================SCR_DrawScreenFieldThis will be called twice if rendering in stereo mode==================*/void SCR_DrawScreenField(stereoFrame_t stereoFrame){ re.BeginFrame(stereoFrame); // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings if ( cls.state != CA_ACTIVE ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( g_color_table[0] ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader ); re.SetColor( NULL ); } } if ( uivm && !VM_Call( uivm, UI_IS_FULLSCREEN )) { switch (cls.state) { default: Com_Error(ERR_FATAL, "SCR_DrawScreenField: bad cls.state"); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); VM_Call(uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time VM_Call(uivm, UI_REFRESH, cls.realtime); VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, false); break; // Ridah, if the cgame is valid, fall through to there if (!cls.cgameStarted || !com_sv_running->integer) { // connecting clients will only show the connection dialog VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, false ); break; } case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering(stereoFrame); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games //if (!com_sv_running->value || Cvar_VariableIntegerValue("sv_cheats")) // Ridah, don't draw useless text if not in dev mode VM_Call(uivm, UI_REFRESH, cls.realtime); VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, true); break; case CA_ACTIVE: CL_CGameRendering(stereoFrame); SCR_DrawDemoRecording();#ifdef USE_VOIP SCR_DrawVoipMeter(); SCR_DrawVoipSender();#endif break; } } // the menu draws next if(cls.keyCatchers & KEYCATCH_UI && uivm) { VM_Call(uivm, UI_REFRESH, cls.realtime); } // console draws next Con_DrawConsole(); // debug graph can be drawn on top of anything if(cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer) { SCR_DrawDebugGraph(); }}
开发者ID:TheDushan,项目名称:OpenWolf,代码行数:86,
示例18: SCR_DrawScreenField/*==================SCR_DrawScreenFieldThis will be called twice if rendering in stereo mode==================*/void SCR_DrawScreenField(stereoFrame_t stereoFrame){ re.BeginFrame(stereoFrame); // non 4:3 screens need the borders cleared // unless they are displaying game renderings or cinematics if(cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC) { if(cls.glconfig.vidWidth * 480 != cls.glconfig.vidHeight * 640) { re.SetColor(g_color_table[0]); re.DrawStretchPic(0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader); re.SetColor(NULL); } } // if the menu is going to cover the entire screen, we // don't need to render anything under it if(uivm && !VM_Call(uivm, UI_IS_FULLSCREEN)) { switch (cls.state) { default: Com_Error(ERR_FATAL, "SCR_DrawScreenField: bad cls.state"); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); VM_Call(uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time VM_Call(uivm, UI_REFRESH, cls.realtime); VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, qfalse); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering(stereoFrame); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time VM_Call(uivm, UI_REFRESH, cls.realtime); VM_Call(uivm, UI_DRAW_CONNECT_SCREEN, qtrue); break; case CA_ACTIVE: // always supply STEREO_CENTER as vieworg offset is now done by the engine. CL_CGameRendering(stereoFrame); SCR_DrawDemoRecording();#ifdef USE_VOIP SCR_DrawVoipMeter();#endif break; } } // the menu draws next if(Key_GetCatcher() & KEYCATCH_UI) { if(uivm) { VM_Call(uivm, UI_REFRESH, cls.realtime); } } // console draws next Con_DrawConsole(); // debug graph can be drawn on top of anything if(cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer) { SCR_DrawDebugGraph(); }}
开发者ID:otty,项目名称:cake3,代码行数:88,
示例19: SCR_DrawScreenField/*==================SCR_DrawScreenFieldThis will be called twice if rendering in stereo mode==================*/void SCR_DrawScreenField( stereoFrame_t stereoFrame ) { re.BeginFrame( stereoFrame ); qboolean uiFullscreen = _UI_IsFullscreen(); // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings if ( uiFullscreen || (cls.state != CA_ACTIVE && cls.state != CA_CINEMATIC) ) { if ( cls.glconfig.vidWidth * 480 > cls.glconfig.vidHeight * 640 ) { re.SetColor( g_color_table[0] ); re.DrawStretchPic( 0, 0, cls.glconfig.vidWidth, cls.glconfig.vidHeight, 0, 0, 0, 0, 0 ); re.SetColor( NULL ); } } // if the menu is going to cover the entire screen, we // don't need to render anything under it if ( !uiFullscreen ) { switch( cls.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad cls.state" ); break; case CA_CINEMATIC: SCR_DrawCinematic(); break; case CA_DISCONNECTED: // force menu up UI_SetActiveMenu( "mainMenu",NULL ); // VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog UI_DrawConnect( clc.servername, cls.updateInfoString ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering( stereoFrame ); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games UI_DrawConnectText( clc.servername, cls.updateInfoString ); break; case CA_ACTIVE: if (CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) { SCR_DrawCinematic(); } else { CL_CGameRendering( stereoFrame ); } break; } } re.ProcessDissolve(); // draw downloading progress bar // the menu draws next _UI_Refresh( cls.realtime ); // console draws next Con_DrawConsole (); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer ) { SCR_DrawDebugGraph (); }}
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:80,
示例20: SCR_DrawScreenField// This will be called twice if rendering in stereo modevoid SCR_DrawScreenField( stereoFrame_t stereoFrame ) { qboolean uiFullscreen; re->BeginFrame( stereoFrame ); uiFullscreen = (cls.uiStarted && ui->IsFullscreen()); // wide aspect ratio screens need to have the sides cleared // unless they are displaying game renderings if ( uiFullscreen || clc.state != CA_ACTIVE ) { if ( cls.glconfig.vidWidth * SCREEN_HEIGHT > cls.glconfig.vidHeight * SCREEN_WIDTH ) { re->SetColor( &g_color_table[ColorIndex(COLOR_BLACK)] ); re->DrawStretchPic( 0, 0, (float)cls.glconfig.vidWidth, (float)cls.glconfig.vidHeight, 0, 0, 0, 0, cls.whiteShader ); re->SetColor( NULL ); } } // if the menu is going to cover the entire screen, we // don't need to render anything under it if ( cls.uiStarted && !uiFullscreen ) { switch( clc.state ) { default: Com_Error( ERR_FATAL, "SCR_DrawScreenField: bad clc.state" ); break; case CA_DISCONNECTED: // force menu up S_StopAllSounds(); ui->SetActiveMenu( UIMENU_MAIN ); break; case CA_CONNECTING: case CA_CHALLENGING: case CA_CONNECTED: // connecting clients will only show the connection dialog // refresh to update the time ui->Refresh( cls.realtime ); ui->DrawConnectScreen( qfalse ); break; case CA_LOADING: case CA_PRIMED: // draw the game information screen and loading progress CL_CGameRendering(stereoFrame); // also draw the connection information, so it doesn't // flash away too briefly on local or lan games // refresh to update the time ui->Refresh( cls.realtime ); ui->DrawConnectScreen( qtrue ); break; case CA_ACTIVE: // always supply STEREO_CENTER as vieworg offset is now done by the engine. CL_CGameRendering(stereoFrame); SCR_DrawDemoRecording();#ifdef USE_VOIP SCR_DrawVoipMeter();#endif break; } } // the menu draws next if ( Key_GetCatcher( ) & KEYCATCH_UI && cls.uiStarted ) { ui->Refresh( cls.realtime ); } // console draws next Con_DrawConsole(); // debug graph can be drawn on top of anything if ( cl_debuggraph->integer || cl_timegraph->integer || cl_debugMove->integer ) { SCR_DrawDebugGraph(); }}
开发者ID:Razish,项目名称:QtZ,代码行数:73,
注:本文中的Con_DrawConsole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。 C++ Con_Error函数代码示例 C++ Con_Close函数代码示例 |