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自学教程:C++ IsPC函数代码示例

51自学网 2021-06-01 21:42:15
  C++
这篇教程C++ IsPC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IsPC函数的典型用法代码示例。如果您正苦于以下问题:C++ IsPC函数的具体用法?C++ IsPC怎么用?C++ IsPC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IsPC函数的25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: ControllerMove

/*===========ControllerMove===========*/void CInput::ControllerMove( float frametime, CUserCmd *cmd ){	if ( IsPC() )	{		if (!m_fCameraInterceptingMouse && m_fMouseActive)		{			MouseMove( cmd);		}	}	JoyStickMove( frametime, cmd);}
开发者ID:iosoccer,项目名称:iosoccer-game,代码行数:17,


示例2: ReloadFilesInList

void CTextureManager::ReloadFilesInList( IFileList *pFilesToReload ){	if ( !IsPC() )		return;	for ( int i=m_TextureList.First(); i != m_TextureList.InvalidIndex(); i=m_TextureList.Next( i ) )	{		ITextureInternal *pTex = m_TextureList[i];		pTex->ReloadFilesInList( pFilesToReload );	}}
开发者ID:DeadZoneLuna,项目名称:SourceEngine2007,代码行数:12,


示例3: DevWarning

//-----------------------------------------------------------------------------// Purpose://-----------------------------------------------------------------------------void CMaterialSubRect::ParseMaterialVars( KeyValues &keyValues ){	KeyValues *pKeyValues = &keyValues;	// I'm not quite sure how this can happen, but we'll see... 	const char *pShaderName = pKeyValues->GetName();	if ( !pShaderName )	{		DevWarning( 1, "CMaterialSubRect::InitializeShader: Shader not specified in material %s./n", GetName() );		Assert( 0 );		pShaderName = IsPC() ? "Wireframe_DX6" : "Wireframe_DX9";	}	// Verify we have the correct "shader."  There is only one type.	if ( !Q_strcmp( pShaderName, "Subrect" ) )	{		KeyValues *pVar = pKeyValues->GetFirstSubKey();		while ( pVar )		{			if ( !Q_strcmp( pVar->GetName(), "$Pos" ) )			{				sscanf( pVar->GetString(), "%f %f", &m_vecOffset.x, &m_vecOffset.y );			}			if ( !Q_strcmp( pVar->GetName(), "$Size" ) )			{				sscanf( pVar->GetString(), "%f %f", &m_vecSize.x, &m_vecSize.y );			}			if ( !Q_strcmp( pVar->GetName(), "$Material" ) )			{				m_pMaterialPage = static_cast<IMaterialInternal*>( MaterialSystem()->FindMaterial( pVar->GetString(), TEXTURE_GROUP_DECAL ) );				m_pMaterialPage = m_pMaterialPage->GetRealTimeVersion(); //always work with the realtime material internally			}//			if ( !Q_strcmp( pVar->GetName(), "$decalscale" ) )//			{//				m_flDecalScale = pVar->GetFloat();//			}			// Add var to list.			IMaterialVar *pNewVar = CreateMaterialVarFromKeyValue( this, pVar );			if ( pNewVar )			{				m_aMaterialVars.AddToTail( pNewVar );					}			// Continue getting the keys until they are all found.			pVar = pVar->GetNextKey();		}	}}
开发者ID:DeadZoneLuna,项目名称:SourceEngine2007,代码行数:55,


示例4: Init

	void Init() 	{		SetFlags( ACH_LISTEN_KILL_ENEMY_EVENTS | ACH_SAVE_WITH_GAME );		SetInflictorFilter( "npc_grenade_frag" );		SetVictimFilter( "npc_combine_s" );		SetGoal( 1 );		if ( IsPC() )		{			// only in Ep2 for PC. (Shared across HLX for X360.)			SetGameDirFilter( "ep2" );		}	}
开发者ID:NEITMod,项目名称:HL2BM2,代码行数:13,


示例5: ControllerMove

/*===========ControllerMove===========*/void CInput::ControllerMove( float frametime, CUserCmd *cmd ){	if ( IsPC() )	{		if ( !m_fCameraInterceptingMouse && m_fMouseActive )		{			MouseMove( cmd);		}	}	JoyStickMove( frametime, cmd);#ifdef C17_HAPTICS	cliHaptics->HapticsMove  ( frametime, cmd); // Haptics addition#endif}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:20,


示例6: Connect

//-----------------------------------------------------------------------------// Connect, disconnect//-----------------------------------------------------------------------------bool CEngineAPI::Connect( CreateInterfaceFn factory ) { 	// Store off the app system factory...	g_AppSystemFactory = factory;	if ( !BaseClass::Connect( factory ) )		return false;	g_pFileSystem = g_pFullFileSystem;	if ( !g_pFileSystem )		return false;	g_pFileSystem->SetWarningFunc( Warning );	if ( !Shader_Connect( true ) )		return false;	g_pPhysics = (IPhysics*)factory( VPHYSICS_INTERFACE_VERSION, NULL );	if ( IsPC() )	{		avi = (IAvi*)factory( AVI_INTERFACE_VERSION, NULL );		if ( !avi )			return false;	}	bik = (IBik*)factory( BIK_INTERFACE_VERSION, NULL );	if ( !bik )		return false;		if ( !g_pStudioRender || !g_pDataCache || !g_pPhysics || !g_pMDLCache || !g_pMatSystemSurface || !g_pInputSystem )	{		Warning( "Engine wasn't able to acquire required interfaces!/n" );		return false;	}	if (!g_pStudioRender)	{		Sys_Error( "Unable to init studio render system version %s/n", STUDIO_RENDER_INTERFACE_VERSION );		return false;	}	g_pHammer = (IHammer*)factory( INTERFACEVERSION_HAMMER, NULL );	ConnectMDLCacheNotify();	return true; }
开发者ID:Axitonium,项目名称:SourceEngine2007,代码行数:51,


示例7: COM_TimestampedLog

//-----------------------------------------------------------------------------// Purpose: For debugging startup times, etc.// Input  : *fmt - //			... - //-----------------------------------------------------------------------------void COM_TimestampedLog( char const *fmt, ... ){	static float s_LastStamp = 0.0;	static bool s_bShouldLog = false;	static bool s_bChecked = false;	static bool	s_bFirstWrite = false;	if ( !s_bChecked )	{//		s_bShouldLog = ( IsX360() || CommandLine()->CheckParm( "-profile" ) ) ? true : false;		s_bShouldLog = false;		s_bChecked = true;	}	if ( !s_bShouldLog )	{		return;	}	char string[1024];	va_list argptr;	va_start( argptr, fmt );	_vsnprintf( string, sizeof( string ), fmt, argptr );	va_end( argptr );	float curStamp = Plat_FloatTime();#if defined( _X360 )	XBX_rTimeStampLog( curStamp, string );#endif	if ( IsPC() )	{		if ( !s_bFirstWrite )		{			unlink( "timestamped.log" );			s_bFirstWrite = true;		}		FILE* fp = fopen( "timestamped.log", "at+" );		fprintf( fp, "%8.4f / %8.4f:  %s/n", curStamp, curStamp - s_LastStamp, string );		fclose( fp );	}	s_LastStamp = curStamp;}
开发者ID:hzqst,项目名称:CaptionMod,代码行数:50,


示例8: IsLowViolenceBuild

// checks the registry for the low violence setting// Check "HKEY_CURRENT_USER/Software/Valve/Source/Settings" and "User Token 2" or "User Token 3"bool IsLowViolenceBuild( void ){#if defined(_WIN32)	HKEY hKey;	char szValue[64];	unsigned long len = sizeof(szValue) - 1;	bool retVal = false;		if ( IsPC() && RegOpenKeyEx( HKEY_CURRENT_USER, "Software//Valve//Source//Settings", NULL, KEY_READ, &hKey) == ERROR_SUCCESS )	{		// User Token 2		if ( RegQueryValueEx( hKey, "User Token 2", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )		{			if ( Q_strlen( szValue ) > 0 )			{				retVal = true;			}		}		if ( !retVal )		{			// reset "len" for the next check			len = sizeof(szValue) - 1;			// User Token 3			if ( RegQueryValueEx( hKey, "User Token 3", NULL, NULL, (unsigned char*)szValue, &len ) == ERROR_SUCCESS )			{				if ( Q_strlen( szValue ) > 0 )				{					retVal = true;				}			}		}		RegCloseKey(hKey);	}	return retVal;#elif _LINUX	return false;#else	#error "Fix me"#endif}
开发者ID:SizzlingStats,项目名称:hl2sdk-ob-valve,代码行数:46,


示例9: ControllerMove

/*===========ControllerMove===========*/void CInput::ControllerMove( float frametime, CUserCmd *cmd ){	if ( IsPC() )	{		if ( !m_fCameraInterceptingMouse && m_fMouseActive )		{			MouseMove( cmd);		}	}	JoyStickMove( frametime, cmd);#ifdef C17_HAPTICS	cliHaptics->HapticsMove(frametime, cmd); // Haptics addition#endif	// NVNT if we have a haptic device..	if(haptics && haptics->HasDevice())	{		if(engine->IsPaused() || engine->IsLevelMainMenuBackground() || vgui::surface()->IsCursorVisible() || !engine->IsInGame())		{			// NVNT send a menu process to the haptics system.			haptics->MenuProcess();			return;		}#ifdef CSTRIKE_DLL		// NVNT cstrike fov grabing.		C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();		if(player){			haptics->UpdatePlayerFOV(player->GetFOV());		}#endif		// NVNT calculate move with the navigation on the haptics system.		haptics->CalculateMove(cmd->forwardmove, cmd->sidemove, frametime);		// NVNT send a game process to the haptics system.		haptics->GameProcess();#if defined( WIN32 ) && !defined( _X360 )		// NVNT update our avatar effect.		UpdateAvatarEffect();#endif	}}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source-2013,代码行数:49,


示例10: GetPoint

void CHARACTER::ClearAffect(bool bSave){	TAffectFlag afOld = m_afAffectFlag;	WORD	wMovSpd = GetPoint(POINT_MOV_SPEED);	WORD	wAttSpd = GetPoint(POINT_ATT_SPEED);	itertype(m_list_pkAffect) it = m_list_pkAffect.begin();	while (it != m_list_pkAffect.end())	{		CAffect * pkAff = *it;		if (bSave)		{			if ( IS_NO_CLEAR_ON_DEATH_AFFECT(pkAff->dwType) || IS_NO_SAVE_AFFECT(pkAff->dwType) )			{				++it;				continue;			}			if (IsPC())			{				SendAffectRemovePacket(GetDesc(), GetPlayerID(), pkAff->dwType, pkAff->bApplyOn);			}		}		ComputeAffect(pkAff, false);		it = m_list_pkAffect.erase(it);		CAffect::Release(pkAff);	}	if (afOld != m_afAffectFlag ||			wMovSpd != GetPoint(POINT_MOV_SPEED) ||			wAttSpd != GetPoint(POINT_ATT_SPEED))		UpdatePacket();	CheckMaximumPoints();	if (m_list_pkAffect.empty())		event_cancel(&m_pkAffectEvent);}
开发者ID:adi97ida,项目名称:Server,代码行数:42,


示例11: FindPlatformDirectory

//-----------------------------------------------------------------------------// Purpose: Finds which directory the platform resides in// Output : Returns true on success, false on failure.//-----------------------------------------------------------------------------bool CGameUI::FindPlatformDirectory(char *platformDir, int bufferSize){	platformDir[0] = '/0';	if ( platformDir[0] == '/0' )	{		// we're not under steam, so setup using path relative to game		if ( IsPC() )		{			if ( ::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), platformDir, bufferSize ) )			{				char *lastslash = strrchr(platformDir, '//'); // this should be just before the filename				if ( lastslash )				{					*lastslash = 0;					Q_strncat(platformDir, "//platform//", bufferSize, COPY_ALL_CHARACTERS );					return true;				}			}		}		else		{			// xbox fetches the platform path from exisiting platform search path			// path to executeable is not correct for xbox remote configuration			if ( g_pFullFileSystem->GetSearchPath( "PLATFORM", false, platformDir, bufferSize ) )			{				char *pSeperator = strchr( platformDir, ';' );				if ( pSeperator )					*pSeperator = '/0';				return true;			}		}		Error( "Unable to determine platform directory/n" );		return false;	}	return (platformDir[0] != 0);}
开发者ID:DonnaLisa,项目名称:swarm-deferred,代码行数:43,


示例12: UpdateFullScreenDepthTexture

void UpdateFullScreenDepthTexture( void ){	if( !g_pMaterialSystemHardwareConfig->SupportsPixelShaders_2_b() )		return;	ITexture *pDepthTex = GetFullFrameDepthTexture();	CMatRenderContextPtr pRenderContext( materials );	if( IsX360() )	{			pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, -1, NULL, NULL );	}	else	{		pRenderContext->CopyRenderTargetToTextureEx( pDepthTex, 0, NULL, NULL );	}	pRenderContext->SetFullScreenDepthTextureValidityFlag( true );	if( r_depthoverlay.GetBool() )	{		IMaterial *pMaterial = materials->FindMaterial( "debug/showz", TEXTURE_GROUP_OTHER, true );		pMaterial->IncrementReferenceCount();		IMaterialVar *BaseTextureVar = pMaterial->FindVar( "$basetexture", NULL, false );		IMaterialVar *pDepthInAlpha = NULL;		if( IsPC() )		{			pDepthInAlpha = pMaterial->FindVar( "$ALPHADEPTH", NULL, false );			pDepthInAlpha->SetIntValue( 1 );		}				BaseTextureVar->SetTextureValue( pDepthTex );		pRenderContext->OverrideDepthEnable( true, false ); //don't write to depth, or else we'll never see translucents		pRenderContext->DrawScreenSpaceQuad( pMaterial );		pRenderContext->OverrideDepthEnable( false, true );		pMaterial->DecrementReferenceCount();	}}
开发者ID:TalonBraveInfo,项目名称:InvasionSource,代码行数:39,


示例13: ComputeAffect

bool CHARACTER::RemoveAffect(CAffect * pkAff){	if (!pkAff)		return false;	// AFFECT_BUF_FIX	m_list_pkAffect.remove(pkAff);	// END_OF_AFFECT_BUF_FIX	ComputeAffect(pkAff, false);	// 
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