void TextSprite::SetText(const std::wstring text) { if (text != m_text) { m_text = text; VOnRestore(); } }
// //////////////////////////////////////////////////////////////////// // // //////////////////////////////////////////////////////////////////// void *DirectSound8AudioBuffer::VGet() { if(!VOnRestore()) { GF_LOG_TRACE_ERR("DirectSound8AudioBuffer::VGet()", "Failed to restore the buffer"); return (NULL); } return (m_Sample); }
DefaultWinInputHandler::DefaultWinInputHandler(void) : m_hwnd(NULL) { for(uint i = 0; i < 0xFE; ++i) { m_isKeyDown[i] = false; } VPushKeyListener(&g_keyAdapter); VPushMouseListener(&g_mouseAdapter); VOnRestore(); }
HRESULT TextSprite::VOnRender(double fTime, float fElapsedTime) { CPoint actualPos( m_Position - m_Hotspot ); CRect sourceRect( CPoint(0,0), CPoint(m_Width-1, m_Height-1 ) ); // Adjust for the frame sourceRect.top += ( m_CurrentFrame * m_TextureHeight ); sourceRect.bottom += ( m_CurrentFrame * m_TextureHeight ); Vec3 center(1.0f, 1.0f, 0.0f); Vec3 translation((const float)actualPos.x, (const float)actualPos.y, 0.0f); if (m_d3dSprite && m_pTexture) { m_d3dSprite->Begin(D3DXSPRITE_ALPHABLEND); VOnRestore(); m_d3dSprite->End(); } return S_OK; }