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自学教程:C++ GUI_Widget_MakeNormal函数代码示例

51自学网 2021-06-01 21:00:31
  C++
这篇教程C++ GUI_Widget_MakeNormal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GUI_Widget_MakeNormal函数的典型用法代码示例。如果您正苦于以下问题:C++ GUI_Widget_MakeNormal函数的具体用法?C++ GUI_Widget_MakeNormal怎么用?C++ GUI_Widget_MakeNormal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GUI_Widget_MakeNormal函数的18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: GUI_Purchase_Plus_Click

/** * Handles Click event for the "+" button in starport window. * * @return True, always. */bool GUI_Purchase_Plus_Click(Widget *w){	FactoryWindowItem *item;	ObjectInfo *oi;	House *h = g_playerHouse;	GUI_Widget_MakeNormal(w, false);	item = GUI_FactoryWindow_GetItem(g_factoryWindowSelected);	oi = item->objectInfo;	if (item->amount < oi->available && item->credits <= h->credits) {		item->amount++;		GUI_FactoryWindow_UpdateDetails();		g_factoryWindowOrdered++;		h->credits -= item->credits;		GUI_FactoryWindow_DrawCaption(NULL);	}	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:30,


示例2: GUI_Production_BuildThis_Click

/** * Handles Click event for the "Build this" button in production window. * * @return True, always. */bool GUI_Production_BuildThis_Click(Widget *w){	if (g_factoryWindowStarport) {		if (g_factoryWindowOrdered == 0) {			GUI_Widget_MakeInvisible(w);			GUI_Purchase_ShowInvoice();			GUI_Widget_MakeVisible(w);		} else {			g_factoryWindowResult = FACTORY_BUY;		}	} else {		FactoryWindowItem *item;		ObjectInfo *oi;		item = GUI_FactoryWindow_GetItem(g_factoryWindowSelected);		oi = item->objectInfo;		if (oi->available > 0) {			item->amount = 1;			g_factoryWindowResult = FACTORY_BUY;		}	}	GUI_Widget_MakeNormal(w, false);	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:32,


示例3: GUI_Purchase_Invoice_Click

/** * Handles Click event for the "Invoice" button in starport window. * * @return True, always. */bool GUI_Purchase_Invoice_Click(Widget *w){	GUI_Widget_MakeInvisible(w);	GUI_Purchase_ShowInvoice();	GUI_Widget_MakeVisible(w);	GUI_Widget_MakeNormal(w, false);	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:13,


示例4: GUI_Production_Upgrade_Click

/** * Handles Click event for the "Ugrade" button in production window. * * @return True, always. */bool GUI_Production_Upgrade_Click(Widget *w){	GUI_Widget_MakeNormal(w, false);	g_factoryWindowResult = FACTORY_UPGRADE;	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:13,


示例5: GUI_Widget_GameControls_Click

/** * Handles Click event for "Game controls" button. * * @param w The widget. */static void GUI_Widget_GameControls_Click(Widget *w){	WindowDesc *desc = &g_gameControlWindowDesc;	bool loop;	GUI_Window_BackupScreen(desc);	GUI_Window_Create(desc);	loop = true;	while (loop) {		Widget *w2 = g_widgetLinkedListTail;		uint16 key = GUI_Widget_HandleEvents(w2);		if ((key & 0x8000) != 0) {			w = GUI_Widget_Get_ByIndex(w2, key & 0x7FFF);			switch ((key & 0x7FFF) - 0x1E) {				case 0:					g_gameConfig.music ^= 0x1;					if (g_gameConfig.music == 0) Driver_Music_Stop();					break;				case 1:					g_gameConfig.sounds ^= 0x1;					if (g_gameConfig.sounds == 0) Driver_Sound_Stop();					break;				case 2:					if (++g_gameConfig.gameSpeed >= 5) g_gameConfig.gameSpeed = 0;					break;				case 3:					g_gameConfig.hints ^= 0x1;					break;				case 4:					g_gameConfig.autoScroll ^= 0x1;					break;				case 5:					loop = false;					break;				default: break;			}			GUI_Widget_MakeNormal(w, false);			GUI_Widget_Draw(w);		}		GUI_PaletteAnimate();		sleepIdle();	}	GUI_Window_RestoreScreen(desc);}
开发者ID:alex-game-of-2012,项目名称:opendune,代码行数:63,


示例6: GUI_Mentat_List_Click

/** * Handles Click event for list in mentat window. * * @param w The widget. */bool GUI_Mentat_List_Click(Widget *w){    uint16 index;    Widget *w2;    index = s_selectedHelpSubject + 3;    if (w->index != index) {        w2 = GUI_Widget_Get_ByIndex(g_widgetMentatTail, index);        GUI_Widget_MakeNormal(w, false);        GUI_Widget_MakeNormal(w2, false);        if (w2->stringID == 0x31) {            w2->fgColourDown   = 15;            w2->fgColourNormal = 15;            GUI_Widget_Draw(w2);        }        if (w->stringID == 0x31) {            w->fgColourDown   = 8;            w->fgColourNormal = 8;            GUI_Widget_Draw(w);        }        s_selectedHelpSubject = w->index - 3;        return true;    }    if ((w->state.buttonState & 0x11) == 0 && !s_selectMentatHelp) return true;    if (w->stringID != 0x31) return true;    GUI_Widget_MakeNormal(w, false);    GUI_Mentat_ShowHelp();    GUI_Mentat_Draw(true);    Input_HandleInput(0x841);    Input_HandleInput(0x842);    return false;}
开发者ID:gnaghi,项目名称:OpenDUNE,代码行数:50,


示例7: GUI_Mentat_ShowHelp_Close

void GUI_Mentat_ShowHelp_Close() {	GUI_Widget_MakeNormal(g_widgetMentatFirst, false);	GUI_Mentat_LoadHelpSubjects(false);	GUI_Mentat_Create_HelpScreen_Widgets();	GUI_Mentat_Draw(true);}
开发者ID:damajor,项目名称:play-dune,代码行数:9,


示例8: GUI_Widget_HOF_ClearList_Click

/** * Handles Click event for "Clear List" button. * * @param w The widget. * @return True, always. */bool GUI_Widget_HOF_ClearList_Click(Widget *w){	/* "Are you sure you want to clear the high scores?" */	if (GUI_YesNo(0x148)) {		HallOfFameStruct *data = w->data;		memset(data, 0, 128);		if (File_Exists("SAVEFAME.DAT")) File_Delete("SAVEFAME.DAT");		GUI_HallOfFame_DrawData(data, true);		g_doQuitHOF = true;	}	GUI_Widget_MakeNormal(w, false);	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:25,


示例9: GUI_Production_Up_Click

/** * Handles Click event for the "Up" button in production window. * * @return True, always. */bool GUI_Production_Up_Click(Widget *w){	bool locdi = false;	if (g_factoryWindowSelected != 0) {		g_timerTimeout = 10;		GUI_FactoryWindow_B495_0F30();		g_factoryWindowSelected--;		GUI_FactoryWindow_UpdateSelection(true);		locdi = true;	} else {		if (g_factoryWindowBase != 0) {			g_timerTimeout = 10;			g_factoryWindowBase--;			locdi = true;			GUI_FactoryWindow_ScrollList(-1);			GUI_FactoryWindow_UpdateSelection(true);		} else {			locdi = false;			GUI_FactoryWindow_DrawDetails();			GUI_FactoryWindow_FailScrollList(-1);		}	}	do {		GUI_FactoryWindow_UpdateSelection(false);		sleepIdle();	} while (g_timerTimeout != 0);	if (locdi) GUI_FactoryWindow_DrawDetails();	GUI_Widget_MakeNormal(w, false);	return true;}
开发者ID:alex-game-of-2012,项目名称:opendune,代码行数:46,


示例10: GUI_Production_Down_Click

/** * Handles Click event for the "Down" button in production window. * * @return True, always. */bool GUI_Production_Down_Click(Widget *w){	bool locdi = false;	if (g_factoryWindowSelected < 3 && (g_factoryWindowSelected + 1) < g_factoryWindowTotal) {		g_timerTimeout = 10;		GUI_FactoryWindow_B495_0F30();		g_factoryWindowSelected++;		GUI_FactoryWindow_UpdateSelection(true);		locdi = true;	} else {		if (g_factoryWindowBase + 4 < g_factoryWindowTotal) {			g_timerTimeout = 10;			g_factoryWindowBase++;			locdi = true;			GUI_FactoryWindow_ScrollList(1);			GUI_FactoryWindow_UpdateSelection(true);		} else {			locdi = false;			GUI_FactoryWindow_DrawDetails();			GUI_FactoryWindow_FailScrollList(1);		}	}	for (; g_timerTimeout != 0; sleepIdle()) {		GUI_FactoryWindow_UpdateSelection(false);	}	if (locdi) GUI_FactoryWindow_DrawDetails();	GUI_Widget_MakeNormal(w, false);	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:45,


示例11: GUI_Purchase_Minus_Click

/** * Handles Click event for the "-" button in startport window. * * @return True, always. */bool GUI_Purchase_Minus_Click(Widget *w){	FactoryWindowItem *item;	House *h = g_playerHouse;	GUI_Widget_MakeNormal(w, false);	item = GUI_FactoryWindow_GetItem(g_factoryWindowSelected);	if (item->amount != 0) {		item->amount--;		GUI_FactoryWindow_UpdateDetails();		g_factoryWindowOrdered--;		h->credits += item->credits;		GUI_FactoryWindow_DrawCaption(NULL);	}	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:28,


示例12: GUI_Production_ResumeGame_Click

/** * Handles Click event for the "Resume Game" button in production window. * * @return True, always. */bool GUI_Production_ResumeGame_Click(Widget *w){	g_factoryWindowResult = FACTORY_RESUME;	if (g_factoryWindowStarport) {		uint8 i = 0;		House *h = g_playerHouse;		while (g_factoryWindowOrdered != 0) {			if (g_factoryWindowItems[i].amount != 0) {				h->credits += g_factoryWindowItems[i].amount * g_factoryWindowItems[i].credits;				g_factoryWindowOrdered -= g_factoryWindowItems[i].amount;				g_factoryWindowItems[i].amount = 0;			}			i++;			GUI_DrawCredits(g_playerHouseID, 0);		}	}	if (w != NULL) GUI_Widget_MakeNormal(w, false);	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:29,


示例13: GUI_Mentat_ShowHelp

static void GUI_Mentat_ShowHelp(void){    struct {        uint8  notused[8];        uint32 length;    } info;    uint8 *subject;    uint16 i;    bool noDesc;    uint8 fileID;    uint32 offset;    char *compressedText;    char *desc;    char *picture;    char *text;    bool loc12;    subject = s_helpSubjects;    for (i = 0; i < s_selectedHelpSubject; i++) subject = String_NextString(subject);    noDesc = (subject[5] == '0');    offset = HTOBE32(*(uint32 *)(subject + 1));    fileID = ChunkFile_Open(s_mentatFilename);    ChunkFile_Read(fileID, HTOBE32(CC_INFO), &info, 12);    ChunkFile_Close(fileID);    info.length = HTOBE32(info.length);    text = g_readBuffer;    compressedText = GFX_Screen_Get_ByIndex(SCREEN_1);    fileID = File_Open(s_mentatFilename, FILE_MODE_READ);    File_Seek(fileID, offset, 0);    File_Read(fileID, compressedText, info.length);    String_Decompress(compressedText, text);    String_TranslateSpecial(text, text);    File_Close(fileID);    while (*text != '*' && *text != '?') text++;    loc12 = (*text == '*');    *text++ = '/0';    if (noDesc) {        uint16 index;        picture = g_scenario.pictureBriefing;        desc    = NULL;        text    = (char *)g_readBuffer;        index = *text - 44 + g_campaignID * 4 + STR_HOUSE_HARKONNENFROM_THE_DARK_WORLD_OF_GIEDI_PRIME_THE_SAVAGE_HOUSE_HARKONNEN_HAS_SPREAD_ACROSS_THE_UNIVERSE_A_CRUEL_PEOPLE_THE_HARKONNEN_ARE_RUTHLESS_TOWARDS_BOTH_FRIEND_AND_FOE_IN_THEIR_FANATICAL_PURSUIT_OF_POWER + g_playerHouseID * 40;        strncpy(g_readBuffer, String_Get_ByIndex(index), g_readBufferSize);    } else {        picture = (char *)g_readBuffer;        desc    = text;        while (*text != '/0' && *text != 0xC) text++;        if (*text != '/0') *text++ = '/0';    }    GUI_Mentat_Loop(picture, desc, text, loc12 ? 1 : 0, g_widgetMentatFirst);    GUI_Widget_MakeNormal(g_widgetMentatFirst, false);    GUI_Mentat_LoadHelpSubjects(false);    GUI_Mentat_Create_HelpScreen_Widgets();    GUI_Mentat_Draw(true);}
开发者ID:gnaghi,项目名称:OpenDUNE,代码行数:74,


示例14: GUI_Mentat_Draw

static void GUI_Mentat_Draw(bool force){    static uint16 displayedHelpSubject = 0;    Screen oldScreenID;    Widget *line;    Widget *w = g_widgetMentatTail;    uint8 *helpSubjects = s_helpSubjects;    uint16 i;    if (!force && s_topHelpList == displayedHelpSubject) return;    displayedHelpSubject = s_topHelpList;    oldScreenID = GFX_Screen_SetActive(SCREEN_1);    Widget_SetAndPaintCurrentWidget(8);    GUI_DrawSprite(SCREEN_1, g_sprites[397 + g_playerHouseID * 15], g_shoulderLeft, g_shoulderTop, 0, 0);    GUI_DrawText_Wrapper(String_Get_ByIndex(STR_SELECT_SUBJECT), (g_curWidgetXBase << 3) + 16, g_curWidgetYBase + 2, 12, 0, 0x12);    GUI_DrawText_Wrapper(NULL, 0, 0, 0, 0, 0x11);    line = GUI_Widget_Get_ByIndex(w, 3);    for (i = 0; i < 11; i++) {        line->drawParameterDown.text     = (char *)helpSubjects + 7;        line->drawParameterSelected.text = (char *)helpSubjects + 7;        line->drawParameterNormal.text   = (char *)helpSubjects + 7;        if (helpSubjects[6] == '0') {            line->offsetX          = 16;            line->fgColourSelected = 11;            line->fgColourDown     = 11;            line->fgColourNormal   = 11;            line->stringID         = 0x30;        } else {            uint8 colour = (i == s_selectedHelpSubject) ? 8 : 15;            line->offsetX          = 24;            line->fgColourSelected = colour;            line->fgColourDown     = colour;            line->fgColourNormal   = colour;            line->stringID         = 0x31;        }        GUI_Widget_MakeNormal(line, false);        GUI_Widget_Draw(line);        line = GUI_Widget_GetNext(line);        helpSubjects = String_NextString(helpSubjects);    }    GUI_Widget_Scrollbar_Init(GUI_Widget_Get_ByIndex(w, 15), s_numberHelpSubjects, 11, s_topHelpList);    GUI_Widget_Draw(GUI_Widget_Get_ByIndex(w, 16));    GUI_Widget_Draw(GUI_Widget_Get_ByIndex(w, 17));    GUI_Mouse_Hide_Safe();    GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, SCREEN_1, SCREEN_0);    GUI_Mouse_Show_Safe();    GFX_Screen_SetActive(oldScreenID);}
开发者ID:gnaghi,项目名称:OpenDUNE,代码行数:61,


示例15: GUI_Widget_SaveLoad_Click

/** * Handles Click event for "Save Game" or "Load Game" button. * * @param save Wether to save or load. * @return True if a game has been saved or loaded, False otherwise. */bool GUI_Widget_SaveLoad_Click(bool save){	WindowDesc *desc = &g_saveLoadWindowDesc;	bool loop;	s_savegameCountOnDisk = GetSavegameCount();	s_savegameIndexBase = max(0, s_savegameCountOnDisk - (save ? 0 : 1));	FillSavegameDesc(save);	desc->stringID = save ? STR_SELECT_A_POSITION_TO_SAVE_TO : STR_SELECT_A_SAVED_GAME_TO_LOAD;	GUI_Window_BackupScreen(desc);	GUI_Window_Create(desc);	UpdateArrows(save, true);	for (loop = true; loop; sleepIdle()) {		Widget *w = g_widgetLinkedListTail;		uint16 key = GUI_Widget_HandleEvents(w);		UpdateArrows(save, false);		if ((key & 0x8000) != 0) {			Widget *w2;			key &= 0x7FFF;			w2 = GUI_Widget_Get_ByIndex(w, key);			switch (key) {				case 0x25:					s_savegameIndexBase = min(s_savegameCountOnDisk - (save ? 0 : 1), s_savegameIndexBase + 1);					FillSavegameDesc(save);					GUI_Widget_DrawAll(w);					break;				case 0x26:					s_savegameIndexBase = max(0, s_savegameIndexBase - 1);					FillSavegameDesc(save);					GUI_Widget_DrawAll(w);					break;				case 0x23:					loop = false;					break;				default: {					GUI_Window_RestoreScreen(desc);					key -= 0x1E;					if (!save) {						LoadFile(GenerateSavegameFilename(s_savegameIndexBase - key));						return true;					}					if (GUI_Widget_Savegame_Click(key)) return true;					GUI_Window_BackupScreen(desc);					UpdateArrows(save, true);					GUI_Window_Create(desc);					UpdateArrows(save, true);				} break;			}			GUI_Widget_MakeNormal(w2, false);		}		GUI_PaletteAnimate();	}	GUI_Window_RestoreScreen(desc);	return false;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:90,


示例16: GUI_Widget_Savegame_Click

/** * Handles Click event for savegame button. * * @param key The index of the clicked button. * @return True if a game has been saved, False otherwise. */static bool GUI_Widget_Savegame_Click(uint16 key){	WindowDesc *desc = &g_savegameNameWindowDesc;	bool loop;	char *saveDesc = g_savegameDesc[key];	uint16 loc08;	uint16 loc0A;	bool ret;	if (*saveDesc == '[') *saveDesc = 0;	GUI_Window_BackupScreen(desc);	GUI_Window_Create(desc);	ret = false;	loc08 = 1;	if (*saveDesc == '[') key = s_savegameCountOnDisk;	GFX_Screen_SetActive(SCREEN_0);	Widget_SetCurrentWidget(15);	GUI_Mouse_Hide_Safe();	GUI_DrawBorder((g_curWidgetXBase << 3) - 1, g_curWidgetYBase - 1, (g_curWidgetWidth << 3) + 2, g_curWidgetHeight + 2, 4, false);	GUI_Mouse_Show_Safe();	for (loop = true; loop; sleepIdle()) {		Widget *w = g_widgetLinkedListTail;		GUI_DrawText_Wrapper(NULL, 0, 0, 232, 235, 0x22);		loc0A = GUI_EditBox(saveDesc, 50, 15, g_widgetLinkedListTail, NULL, loc08);		loc08 = 2;		if ((loc0A & 0x8000) == 0) continue;		GUI_Widget_MakeNormal(GUI_Widget_Get_ByIndex(w, loc0A & 0x7FFF), false);		switch (loc0A & 0x7FFF) {			case 0x1E:				if (*saveDesc == 0) break;				SaveFile(GenerateSavegameFilename(s_savegameIndexBase - key), saveDesc);				loop = false;				ret = true;				break;			case 0x1F:				loop = false;				ret = false;				FillSavegameDesc(true);				break;			default: break;		}	}	GUI_Window_RestoreScreen(desc);	return ret;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:69,


示例17: GUI_Window_Create

static void GUI_Window_Create(WindowDesc *desc){	uint8 i;	if (desc == NULL) return;	g_widgetLinkedListTail = NULL;	GFX_Screen_SetActive(SCREEN_1);	Widget_SetCurrentWidget(desc->index);	GUI_Widget_DrawBorder(g_curWidgetIndex, 2, true);	if (GUI_String_Get_ByIndex(desc->stringID) != NULL) {		GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(desc->stringID), (g_curWidgetXBase << 3) + (g_curWidgetWidth << 2), g_curWidgetYBase + 6 + ((desc == &g_yesNoWindowDesc) ? 2 : 0), 238, 0, 0x122);	}	if (GUI_String_Get_ByIndex(desc->widgets[0].stringID) == NULL) {		GUI_DrawText_Wrapper(String_Get_ByIndex(STR_THERE_ARE_NO_SAVED_GAMES_TO_LOAD), (g_curWidgetXBase + 2) << 3, g_curWidgetYBase + 42, 232, 0, 0x22);	}	for (i = 0; i < desc->widgetCount; i++) {		Widget *w = &g_table_windowWidgets[i];		if (GUI_String_Get_ByIndex(desc->widgets[i].stringID) == NULL) continue;		w->next      = NULL;		w->offsetX   = desc->widgets[i].offsetX;		w->offsetY   = desc->widgets[i].offsetY;		w->width     = desc->widgets[i].width;		w->height    = desc->widgets[i].height;		w->shortcut  = 0;		w->shortcut2 = 0;		if (desc != &g_savegameNameWindowDesc) {			if (desc->widgets[i].labelStringId != STR_NULL) {				w->shortcut = GUI_Widget_GetShortcut(*GUI_String_Get_ByIndex(desc->widgets[i].labelStringId));			} else {				w->shortcut = GUI_Widget_GetShortcut(*GUI_String_Get_ByIndex(desc->widgets[i].stringID));			}		}		w->shortcut2 = desc->widgets[i].shortcut2;		if (w->shortcut == 0x1B) {			w->shortcut2 = 0x13;		}		w->stringID = desc->widgets[i].stringID;		w->drawModeNormal   = DRAW_MODE_CUSTOM_PROC;		w->drawModeSelected = DRAW_MODE_CUSTOM_PROC;		w->drawModeDown     = DRAW_MODE_CUSTOM_PROC;		w->drawParameterNormal.proc   = &GUI_Widget_TextButton_Draw;		w->drawParameterSelected.proc = &GUI_Widget_TextButton_Draw;		w->drawParameterDown.proc     = &GUI_Widget_TextButton_Draw;		w->parentID = desc->index;		memset(&w->state, 0, sizeof(w->state));		g_widgetLinkedListTail = GUI_Widget_Link(g_widgetLinkedListTail, w);		GUI_Widget_MakeVisible(w);		GUI_Widget_MakeNormal(w, false);		GUI_Widget_Draw(w);		if (desc->widgets[i].labelStringId == STR_NULL) continue;		if (g_config.language == LANGUAGE_FRENCH) {			GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(desc->widgets[i].labelStringId), (g_widgetProperties[w->parentID].xBase << 3) + 40, w->offsetY + g_widgetProperties[w->parentID].yBase + 3, 232, 0, 0x22);		} else {			GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(desc->widgets[i].labelStringId), w->offsetX + (g_widgetProperties[w->parentID].xBase << 3) - 10, w->offsetY + g_widgetProperties[w->parentID].yBase + 3, 232, 0, 0x222);		}	}	if (s_savegameCountOnDisk >= 5 && desc->addArrows) {		Widget *w = &g_table_windowWidgets[7];		w->drawParameterNormal.sprite   = g_sprites[59];		w->drawParameterSelected.sprite = g_sprites[60];		w->drawParameterDown.sprite     = g_sprites[60];		w->next             = NULL;		w->parentID         = desc->index;		GUI_Widget_MakeNormal(w, false);		GUI_Widget_MakeInvisible(w);		GUI_Widget_Undraw(w, 233);		g_widgetLinkedListTail = GUI_Widget_Link(g_widgetLinkedListTail, w);		w = &g_table_windowWidgets[8];		w->drawParameterNormal.sprite   = g_sprites[61];		w->drawParameterSelected.sprite = g_sprites[62];		w->drawParameterDown.sprite     = g_sprites[62];		w->next             = NULL;		w->parentID         = desc->index;		GUI_Widget_MakeNormal(w, false);		GUI_Widget_MakeInvisible(w);		GUI_Widget_Undraw(w, 233);//.........这里部分代码省略.........
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:101,


示例18: GUI_Widget_TextButton_Click

/** * Handles Click event for unit commands button. * * @param w The widget. * @return True, always. */bool GUI_Widget_TextButton_Click(Widget *w){	const UnitInfo *ui;	const ActionInfo *ai;	const uint16 *actions;	ActionType action;	Unit *u;	uint16 *found;	ActionType unitAction;	u = g_unitSelected;	ui = &g_table_unitInfo[u->o.type];	actions = ui->o.actionsPlayer;	if (Unit_GetHouseID(u) != g_playerHouseID && u->o.type != UNIT_HARVESTER) {		actions = g_table_actionsAI;	}	action = actions[w->index - 8];	unitAction = u->nextActionID;	if (unitAction == ACTION_INVALID) {		unitAction = u->actionID;	}	if (u->deviated != 0) {		Unit_Deviation_Decrease(u, 5);		if (u->deviated == 0) {			GUI_Widget_MakeNormal(w, false);			return true;		}	}	GUI_Widget_MakeSelected(w, false);	ai = &g_table_actionInfo[action];	if (ai->selectionType != g_selectionType) {		g_unitActive = g_unitSelected;		g_activeAction = action;		GUI_ChangeSelectionType(ai->selectionType);		return true;	}	Object_Script_Variable4_Clear(&u->o);	u->targetAttack = 0;	u->targetMove = 0;	u->route[0] = 0xFF;	Unit_SetAction(u, action);	if (ui->movementType == MOVEMENT_FOOT) Sound_StartSound(ai->soundID);	if (unitAction == action) return true;	found = memchr(actions, unitAction, 4);	if (found == NULL) return true;	GUI_Widget_MakeNormal(GUI_Widget_Get_ByIndex(g_widgetLinkedListHead, found - actions + 8), false);	return true;}
开发者ID:Haozerk,项目名称:OpenDUNE,代码行数:69,



注:本文中的GUI_Widget_MakeNormal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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