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自学教程:C++ Con_DrawConsole函数代码示例

51自学网 2021-06-01 20:13:02
  C++
这篇教程C++ Con_DrawConsole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_DrawConsole

voidSCR_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: main

intmain (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_DrawConsole

void 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_DrawScreenField

void 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。


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