int MainWnd::DivWhole(const CRect &whole, int num, RECTARR &rectlst) { if(num == 3 || num == 4){ rectlst.clear(); ////ry > rx double rx = 0.33, ry = 0.45; int bwidth = whole.Width()*rx, bheight = whole.Height()*ry; CRect base; base.left = 0; base.top = 0; base.right = bwidth; base.bottom = bheight; CPoint mvto; mvto.x = whole.left; mvto.y = whole.top + ((whole.Height() - bheight)/2); base.MoveToXY(mvto); rectlst.push_back(base); mvto.x = whole.left + ((whole.Width() - bwidth)/2); mvto.y = whole.top; base.MoveToXY(mvto); rectlst.push_back(base); mvto.x = whole.right - bwidth; mvto.y = whole.top + ((whole.Height() - bheight)/2); base.MoveToXY(mvto); rectlst.push_back(base); mvto.x = whole.left + ((whole.Width() - bwidth)/2); mvto.y = whole.bottom - bheight; base.MoveToXY(mvto); rectlst.push_back(base); ////5th rect: go previous rectlst.push_back(_setRect(whole, 0.79, 0.01, 0.99, 0.1)); ////6th rect: go next rectlst.push_back(_setRect(whole, 0.79, 0.11, 0.99, 0.2)); ////7th rect: newgame rectlst.push_back(_setRect(whole, 0.01, 0.01, 0.31, 0.1)); ////8th rect: cha rectlst.push_back(_setRect(whole, 0.01, 0.11, 0.31, 0.2)); } return 0; }
void AnimationRect::setRect(const sf::IntRect& rect) { undo_stack->push(*new AnimationRectChanged(this, rect)); _setRect(rect); }
int MainWnd::DivPlayerRect(const CRect &playerrect, RECTARR &rectlst) { rectlst.clear(); CRect ming, an, huwhole; rectlst.push_back(_setRect(playerrect, 0, 0.1, 1, 0.45)); //name rectlst.push_back(_setRect(playerrect, 0, 0.35, 1, 0.65)); //fan rectlst.push_back(_setRect(playerrect, 0.3, 0.02, 0.7, 0.15)); //men huwhole = _setRect(playerrect, 0.1, 0.6, 0.9, 0.95); rectlst.push_back(_setRect(huwhole, 0.255, 0, 0.745, 1)); //hu rectlst.push_back(_setRect(huwhole, 0, 0, 0.49, 1)); //hu left rectlst.push_back(_setRect(huwhole, 0.51, 0, 1, 1)); //hu right rectlst.push_back(ming = _setRect(playerrect, 0.02, 0.05, 0.25, 0.6)); //ming rectlst.push_back(_setRect(ming, 0, 0, 1, 0.5)); //ming word rectlst.push_back(_setRect(ming, 0, 0.5, 1, 1)); //ming cnt rectlst.push_back(an = _setRect(playerrect, 0.75, 0.05, 0.98, 0.6)); //an rectlst.push_back(_setRect(an, 0, 0, 1, 0.5)); //an word rectlst.push_back(_setRect(an, 0, 0.5, 1, 1)); //an cnt return 0; }
void Block::SetSize(const LONG& s) { size = s; _setRect(); }
Block::Block() : size(20), hp(100) , Object(OBJ_BLOCK, true) { _setRect(); }