void Camera::MenuCameraRotation()
{
	// Create rotation matrix
	m_menuRotation += (float)GLOBAL::GetInstance().GetDeltaTime() / 16.0f;
	if (m_menuRotation > 6.28f)
	{
		m_menuRotation = 0.0f;
	}
	DirectX::XMMATRIX rotation = DirectX::XMMatrixRotationY(m_menuRotation);

	// Lock shadows in center.
	DirectX::XMFLOAT3 shadowPosition = GetPosition();
	DirectX::XMStoreFloat3(&shadowPosition, DirectX::XMVector3TransformCoord(DirectX::XMLoadFloat3(&shadowPosition), rotation));
	shadowPosition.x *= 0.8f;
	DirectX::XMFLOAT3 position = DirectX::XMFLOAT3(25.0f + shadowPosition.x, 100.0f, 50.0f);

	UpdatePosition(position);
	UpdateTarget(DirectX::XMFLOAT3(shadowPosition.x, 5.0f, 0.0f));
	UpdateViewMatrix();
	UpdateProjectionMatrix(true);
	GraphicsEngine::SetLightViewAndProjection(GetViewMatrix(), GetProjectionMatrix());

	// Lock camera in center and rotate camera.	
	position = DirectX::XMFLOAT3(0.0f, 40.0f, -24.0f);

	UpdatePosition(position);
	UpdateTarget(DirectX::XMFLOAT3(0.0f, 7.5f, 0.0f));
	UpdateViewMatrix();
	UpdateProjectionMatrix(false);

	DirectX::XMStoreFloat4x4(&m_viewMatrix, DirectX::XMMatrixMultiply(rotation, DirectX::XMLoadFloat4x4(&m_viewMatrix)));

	GraphicsEngine::SetViewAndProjection(GetViewMatrix(), GetProjectionMatrix());
}
Ejemplo n.º 2
0
void Player::UpdateStatus()
{
	if ( GetKeyState(VK_ADD) == KEY_DOWN || GetKeyState(VK_ADD) == KEY_PRESSED )
	{
		UpdateVelocity(1.05f) ;
	}
	if ( GetKeyState(VK_SUBTRACT) == KEY_DOWN || GetKeyState(VK_SUBTRACT) == KEY_PRESSED )
	{
		UpdateVelocity(0.95f) ;
	}


	if ( GetKeyState(VK_DOWN) == KEY_DOWN || GetKeyState(VK_DOWN) == KEY_PRESSED )
	{
		UpdatePosition(0, 10.f) ;
	}

	if ( GetKeyState(VK_UP) == KEY_DOWN || GetKeyState(VK_UP) == KEY_PRESSED )
	{
		UpdatePosition(0, -10.f) ;
	}

	if ( GetKeyState(VK_LEFT) == KEY_DOWN || GetKeyState(VK_LEFT) == KEY_PRESSED )
	{
		UpdatePosition(-10.f, 0) ;
	}

	if ( GetKeyState(VK_RIGHT) == KEY_DOWN || GetKeyState(VK_RIGHT) == KEY_PRESSED)
	{
		UpdatePosition(10.f, 0) ;
	}
}
void Camera::FollowCharacter(DirectX::XMFLOAT3 p_playerPos)
{
	// Lock shadows on the player.
	DirectX::XMFLOAT3 playerPosition = p_playerPos;
	DirectX::XMFLOAT3 position = DirectX::XMFLOAT3(playerPosition.x + 25.0f, playerPosition.y + 100.0f, playerPosition.z + 50.0f);
	DirectX::XMFLOAT3 target = playerPosition;

	UpdatePosition(position);
	UpdateTarget(target);
	UpdateViewMatrix();
	UpdateProjectionMatrix(true);
	GraphicsEngine::SetLightViewAndProjection(GetViewMatrix(), GetProjectionMatrix());

	// Visibility view projection..
	playerPosition = p_playerPos;
	position = DirectX::XMFLOAT3(playerPosition.x, playerPosition.y + 30.0f, playerPosition.z);
	target = playerPosition;

	UpdatePosition(position);
	UpdateTarget(target);
	UpdateViewMatrix();
	GraphicsEngine::SetViewPolygonMatrix(GetViewMatrix());
	

	// Lock camera on the player.
	playerPosition = p_playerPos;
	position = DirectX::XMFLOAT3(playerPosition.x, playerPosition.y + 30.0f, playerPosition.z - 15.0f);
	target = playerPosition;

	SetOutliningRayPosition(position);
	SetOutliningRayTarget(target);

	if (GLOBAL::GetInstance().CAMERA_MOVING)
	{
		MovingCamera(playerPosition);
	}
	else
	{
		UpdatePosition(position);
		UpdateTarget(target);
		UpdateViewMatrix();
		UpdateProjectionMatrix(false);
		GraphicsEngine::SetViewAndProjection(GetViewMatrix(), GetProjectionMatrix());
		m_oldPosition = position;
	}	

	GraphicsEngine::UpdateVisibilityPolygon(Point(playerPosition.x, playerPosition.z), (float)GLOBAL::GetInstance().GetDeltaTime());
}
Ejemplo n.º 4
0
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z, float o)
{
    Map const* oldMap = GetMap();

    if (oldMap->GetId() != newMapid)
    {
        _delayedTeleport = true;
        UnloadStaticPassengers();
        return true;
    }
    else
    {
        UpdatePosition(x, y, z, o);

        // Teleport players, they need to know it
        for (PassengerSet::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
        {
            if ((*itr)->GetTypeId() == TYPEID_PLAYER)
            {
                // will be relocated in UpdatePosition of the vehicle
                if (Unit* veh = (*itr)->ToUnit()->GetVehicleBase())
                    if (veh->GetTransport() == this)
                        continue;

                float destX, destY, destZ, destO;
                (*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
                TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);

                (*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
            }
        }

        return false;
    }
}
Ejemplo n.º 5
0
// Processes the 'onpropertychange' event, checking for a change in position or size.
void ElementDocument::ProcessEvent(Event& event)
{
	Element::ProcessEvent(event);

	// Process generic keyboard events for this window in capture phase
	if (event.GetPhase() == Event::PHASE_BUBBLE && event == KEYDOWN)
	{
		int key_identifier = event.GetParameter<int>("key_identifier", Input::KI_UNKNOWN);

		// Process TAB
		if (key_identifier == Input::KI_TAB)
		{
			FocusNextTabElement(event.GetTargetElement(), !event.GetParameter<bool>("shift_key", false));
		}
		// Process ENTER being pressed on a focusable object (emulate click)
		else if (key_identifier == Input::KI_RETURN ||
				 key_identifier == Input::KI_NUMPADENTER)
		{
			Element* focus_node = GetFocusLeafNode();

			if (focus_node && focus_node->GetProperty<int>(TAB_INDEX) == TAB_INDEX_AUTO)
			{
				focus_node->Click();
			}
		}
	}
	else if (event.GetTargetElement() == this)
	{
		if (event == RESIZE)
			UpdatePosition();
	}
}
Ejemplo n.º 6
0
void Player::Update()
{
	float dt = UpdateClock::DeltaTime();
	decisionTreeCooldown -= dt;

	if(decisionTreeCooldown <= 0 || needsNewState)
	{
		// run decision tree		
		currentState = defensive ? NodeTree_Defensive->Evaluate() : NodeTree->Evaluate();
		decisionTreeCooldown = decisionTreeTimeout;
		needsNewState = false;
	}

	currentState->Update();
	UpdatePosition();

	if(hasEnemyFlag)
	{
		for(uint i = 0; i < game->NUM_PLAYERS; i++)
		{
			if(game->players[i]->teamID != teamID)
			{
				if(glm::length(game->players[i]->position - position) < 0.75f)
				{
					game->ResetFlag(teamID == 0 ? 1 : 0);
					position = game->level.nodes[game->TeamFlags[teamID].homeNodeID].position;
					needsNewPath = true;
					needsNewState = true;
					hasEnemyFlag = false;
				}
			}
		}
	}
}
void VsJoint::Physics_CollectData()
{
	if(m_lpThisJoint && m_vxJoint)
	{
		UpdatePosition();

		//Only update the joints data when we need to do robot synch, but still update our internal data.
		//Only attempt to make these calls if the coordinate ID is a valid number.
		if(m_iCoordID >= 0) //&& m_lpThisJoint->NeedsRobotSynch()
		{
			float fltDistanceUnits = m_lpThisAB->GetSimulator()->DistanceUnits();
			float fltMassUnits = m_lpThisAB->GetSimulator()->MassUnits();

			if(m_vxJoint->isAngular(m_iCoordID) == true)
			{
				m_lpThisJoint->JointPosition(m_vxJoint->getCoordinateCurrentPosition (m_iCoordID)); 
				m_lpThisJoint->JointVelocity(m_vxJoint->getCoordinateVelocity (m_iCoordID));
				m_lpThisJoint->JointForce(m_vxJoint->getCoordinateForce(m_iCoordID) * fltMassUnits * fltDistanceUnits * fltDistanceUnits);
			}
			else
			{
				m_lpThisJoint->JointPosition(m_vxJoint->getCoordinateCurrentPosition (m_iCoordID) * fltDistanceUnits); 
				m_lpThisJoint->JointVelocity(m_vxJoint->getCoordinateVelocity(m_iCoordID) * fltDistanceUnits);
				m_lpThisJoint->JointForce(m_vxJoint->getCoordinateForce(m_iCoordID) * fltMassUnits * fltDistanceUnits);
			}
		}
	}
}
Ejemplo n.º 8
0
void RichEditPara::OffsetCharRange(int nOffset)
{
    RichEditObj::OffsetCharRange(nOffset);

    m_bNeedUpdateLayout = TRUE;
    UpdatePosition();
}
Ejemplo n.º 9
0
void CChartLegend::ClipArea(CRect& rcControl, CDC* pDC)
{
	UpdatePosition(pDC,rcControl);
	if (m_ObjectRect.IsRectEmpty())
		return;

	if (m_bDocked)
	{
		switch (m_DockSide)
		{
		case dsDockRight:
			rcControl.right = m_ObjectRect.left + 2;
			break;
		case dsDockLeft:
			rcControl.left = m_ObjectRect.right - 2;
			break;
		case dsDockTop:
			rcControl.top = m_ObjectRect.bottom + 2;
			break;
		case dsDockBottom:
			rcControl.bottom = m_ObjectRect.top - 2;
			break;
		}
	}
}
Ejemplo n.º 10
0
/************************************************************************************
 *
* ***********************************************************************************/
bool BaaderDome::SetupParms()
{
    targetAz = 0;

    if (UpdatePosition())
        IDSetNumber(&DomeAbsPosNP, nullptr);

    if (UpdateShutterStatus())
        IDSetSwitch(&DomeShutterSP, nullptr);

    if (UpdateFlapStatus())
        IDSetSwitch(&DomeFlapSP, nullptr);

    if (InitPark())
    {
        // If loading parking data is successful, we just set the default parking values.
        SetAxis1ParkDefault(0);
    }
    else
    {
        // Otherwise, we set all parking data to default in case no parking data is found.
        SetAxis1Park(0);
        SetAxis1ParkDefault(0);
    }

    return true;
}
Ejemplo n.º 11
0
// Player movement behaviour and controls //
void Player::Move(int screenX, int screenY)
{
	if(IsKeyDown(KEY_UP) && y > height/2)
	{
		MoveY(-1.4);
	}
	else if(IsKeyDown(KEY_DOWN) && y < screenY-height/2)
	{
		MoveY(1.4);
	}
	if(IsKeyDown(KEY_LEFT) && x > width/2)
	{
		state = 3;
		MoveX(-1.4);
	}
	else if(IsKeyDown(KEY_RIGHT) && x < screenX-width/2)
	{
		state = 4;
		MoveX(1.4);
	}
	else
		state = 0;
	UpdatePosition();

}
Ejemplo n.º 12
0
void Transform::Update() {
	model = glm::toMat4(rotationQ);
	model[0] *= scale[0];
	model[1] *= scale[1];
	model[2] *= scale[2];
	UpdatePosition();
}
Ejemplo n.º 13
0
TEST_F(MockWorld, TestEntityUpdatePosition)
{
  auto const& w_ptr = std::make_shared<sbe::World>(RECT);

  EXPECT_CALL(*t_entity.get(), UpdatePosition(w_ptr));
  world.UpdatePositions(w_ptr);
}
Ejemplo n.º 14
0
void CAMERA_MOUNT::Update(const MATHVECTOR <float, 3> & newpos, const QUATERNION <float> & newdir, float dt)
{
	rotation = newdir * offsetrot;

	MATHVECTOR <float, 3> pos = offset;
	newdir.RotateVector(pos);
	pos = pos + newpos;

	MATHVECTOR <float, 3> vel = pos - position;
	effect = (vel.Magnitude() - 0.02) / 0.04;
	if (effect < 0) effect = 0;
	else if (effect > 1) effect = 1;

	float bumpdiff = randgen.Get();
	float power = pow(bumpdiff, 32);
	if (power < 0) power = 0;
	else if (power > 0.2) power = 0.2;
	float veleffect = std::min(pow(vel.Magnitude() * ( 2.0 - stiffness), 3.0), 1.0);
	float bumpimpulse = power * 130.0 * veleffect;

	float k = 800.0 + stiffness * 800.0 * 4.0;
	float c = 2.0 * std::sqrt(k * mass) * 0.35;
	MATHVECTOR <float, 3> bumpforce = direction::Up * bumpimpulse;
	MATHVECTOR <float, 3> springforce = -displacement * k;
	MATHVECTOR <float, 3> damperforce = -velocity * c;
	
	velocity = velocity + (springforce + damperforce + bumpforce) * dt;
	displacement = displacement + velocity * dt;

	UpdatePosition(pos);
}
Ejemplo n.º 15
0
// New directional or spot light.
lcLight::lcLight(float px, float py, float pz, float tx, float ty, float tz)
	: lcObject(LC_OBJECT_LIGHT)
{
	Initialize(lcVector3(px, py, pz), lcVector3(tx, ty, tz));
	mState |= LC_LIGHT_SPOT;
	UpdatePosition(1);
}
Ejemplo n.º 16
0
void CameraMount::Update(const Vec3 & newpos, const Quat & newdir, float dt)
{
	rotation = newdir * offsetrot;

	Vec3 pos = offset;
	newdir.RotateVector(pos);
	pos = pos + newpos;

	Vec3 vel = pos - position;
	effect = (vel.Magnitude() - 0.02) / 0.04;
	if (effect < 0) effect = 0;
	else if (effect > 1) effect = 1;

	float bumpdiff = randgen.Get();
	float power = pow(bumpdiff, 32);
	if (power < 0) power = 0;
	else if (power > 0.2) power = 0.2;
	float veleffect = std::min(pow(vel.Magnitude() * ( 2.0 - stiffness), 3.0), 1.0);
	float bumpimpulse = power * 130.0 * veleffect;

	float k = 800.0 + stiffness * 800.0 * 4.0;
	float c = 2.0 * std::sqrt(k * mass) * 0.35;
	Vec3 bumpforce = Direction::Up * bumpimpulse;
	Vec3 springforce = -displacement * k;
	Vec3 damperforce = -velocity * c;

	velocity = velocity + (springforce + damperforce + bumpforce) * dt;
	displacement = displacement + velocity * dt;

	UpdatePosition(pos);
}
Ejemplo n.º 17
0
void CViewer::InitFreeMode()
{
  CORE->GetRenderer()->SetUniqueRenderPath("HDR");

  m_fVelocity = 5.0f;

  CORE->GetRenderableObjectsManager()->SetAllVisibility(true);

  if(m_pCharacter)
  {
    m_pTargetObject->SetYaw(m_pCharacter->GetYaw()-m_fInitialCharacterYaw);
    m_pTargetObject->SetPosition(m_pCharacter->GetPosition());
    ((CShoulderCamera*)m_pObjectCamera)->SetShoulderDistance(0.85f);
    ((CShoulderCamera*)m_pObjectCamera)->SetZoom(1.8f);
  }else{
    m_pTargetObject->SetYaw(0.0f);
    m_pTargetObject->SetPosition(Vect3f(m_pTargetObject->GetPosition().x,0.0f,m_pTargetObject->GetPosition().z));
    ((CShoulderCamera*)m_pObjectCamera)->SetShoulderDistance(0.0f);
    ((CShoulderCamera*)m_pObjectCamera)->SetZoom(0.0f);
  }

  m_pTargetObject->SetPitch(0.0f);

  ((CShoulderCamera*)m_pObjectCamera)->SetShoulderHeight(1.55f);

  m_pObjectModeLight = (CDirectionalLight*)CORE->GetLightManager()->GetResource("ObjectModeLight");

  if(m_pObjectModeLight)
  {
    m_pObjectModeLight->SetActive(false);
  }

  UpdatePosition(Vect3f(0.0f),0.0f,0.0f);
  UpdateCamera(0.0f,0.0f);
}
Ejemplo n.º 18
0
bool ZActor::ProcessMotion(float fDelta)
{
	if (!m_pVMesh) return false;

	m_pVMesh->Frame();

	rvector pos = m_Position;
	rvector dir = m_Direction;
	dir.z = 0;

	rmatrix world;
	MakeWorldMatrix(&world,rvector(0,0,0), dir,rvector(0,0,1));

	rvector MeshPosition ;
	MeshPosition = pos;

	MakeWorldMatrix(&world,pos,dir,rvector(0,0,1));
	m_pVMesh->SetWorldMatrix(world);

	UpdatePosition(fDelta);

	if(IsActiveModule(ZMID_LIGHTNINGDAMAGE)==false) {

		if (m_pVMesh->isOncePlayDone())
		{
			m_Animation.Input(ZA_ANIM_DONE);
		}
	}

	return true;
}
Ejemplo n.º 19
0
NTSTATUS CMiniportWaveRTStream::GetPosition
(
    _Out_   KSAUDIO_POSITION    *Position_
)
{
    NTSTATUS ntStatus;

#ifdef SYSVAD_BTH_BYPASS
    if (m_ScoOpen)
    {
        ntStatus = GetScoStreamNtStatus();
        IF_FAILED_JUMP(ntStatus, Done);
    }
#endif // SYSVAD_BTH_BYPASS

    if (m_KsState == KSSTATE_RUN)
    {
        //
        // Get the current time and update position.
        //
        LARGE_INTEGER ilQPC = KeQueryPerformanceCounter(NULL);
        UpdatePosition(ilQPC);
    }

    Position_->PlayOffset = m_ullPlayPosition;
    Position_->WriteOffset = m_ullWritePosition;

    ntStatus = STATUS_SUCCESS;
    
#ifdef SYSVAD_BTH_BYPASS
Done:
#endif // SYSVAD_BTH_BYPASS
    return ntStatus;
}
Ejemplo n.º 20
0
void CameraMount::Update(const Vec3 & newpos, const Quat & newdir, float dt)
{
	rotation = newdir * offsetrot;

	Vec3 pos = offset;
	newdir.RotateVector(pos);
	pos = pos + newpos;

	Vec3 vel = pos - position;
	effect = (vel.Magnitude() - 0.02f) * 25;
	effect = Clamp(effect, 0.0f, 1.0f);

	float bumpdiff = randgen.Get();
	float power = std::pow(bumpdiff, 32.0f);
	power = Clamp(power, 0.0f, 0.2f);
	float veleffect = Min(std::pow(vel.Magnitude() * (2 - stiffness), 3.0f), 1.0f);
	float bumpimpulse = power * 130 * veleffect;

	float k = 800 + stiffness * 800 * 4;
	float c = 2 * std::sqrt(k * mass) * 0.35f;
	Vec3 bumpforce = Direction::Up * bumpimpulse;
	Vec3 springforce = -displacement * k;
	Vec3 damperforce = -velocity * c;

	velocity = velocity + (springforce + damperforce + bumpforce) * dt;
	displacement = displacement + velocity * dt;

	UpdatePosition(pos);
}
Ejemplo n.º 21
0
// return true if target is reached
bool CCharacter::IsTargetReached( CCharacter* Enemy, CSkills* skill )
{
    UpdatePosition();
    Enemy->UpdatePosition();
    //??CMap* map = GServer->MapList.Index[Position->Map];
    float fightdistance = GServer->distance( Position->current, Enemy->Position->current );
    // if (!IsPlayer())Log(MSG_INFO,"dist 1 %f",fightdistance);
    // if (!IsPlayer())Log(MSG_INFO,"dist 2 %f",Stats->Attack_Distance);
    if(skill==NULL)
    {
        if((fightdistance)<=Stats->Attack_Distance)
        {
            Position->destiny=Position->current;
            return true;

        }
        Position->destiny=Enemy->Position->current;
    }
    else
    {
        if((fightdistance)<=skill->range)
        {
            Position->destiny=Position->current;
            return true;

        }
        Position->destiny=Enemy->Position->current;
    }
    return false;
}
void Camera::ResetCameraToLight()
{
	// Reset camera.
	DirectX::XMFLOAT3 target = DirectX::XMFLOAT3(0, 0, 0);
	DirectX::XMFLOAT3 position = DirectX::XMFLOAT3(25.0f, 100.0f, 50.0f);

	UpdatePosition(position);
	UpdateTarget(target);

	m_upVector = DirectX::XMFLOAT3(-25.0f, 100.0f, -50.0f);
	DirectX::XMStoreFloat3(&m_upVector, DirectX::XMVector3Normalize(DirectX::XMLoadFloat3(&m_upVector)));

	m_look = DirectX::XMFLOAT3(-25.0f, -100.0f, -50.0f);
	DirectX::XMStoreFloat3(&m_look, DirectX::XMVector3Normalize(DirectX::XMLoadFloat3(&m_look)));

	m_right = DirectX::XMFLOAT3(25.0f, 0.0f, -50.0f);
	DirectX::XMStoreFloat3(&m_right, DirectX::XMVector3Normalize(DirectX::XMLoadFloat3(&m_right)));

	// Projection data.
	float aspectRatio = (float)GLOBAL::GetInstance().MAX_SCREEN_WIDTH / (float)GLOBAL::GetInstance().MAX_SCREEN_HEIGHT;
	UpdateAspectRatio(aspectRatio);
	UpdateFieldOfView(3.141592f * 0.25f);
	UpdateClippingPlanes(0.1f, 1000.0f);
	UpdateViewMatrix();
	UpdateProjectionMatrix(true);

	GraphicsEngine::SetLightViewAndProjection(GetViewMatrix(), GetProjectionMatrix());
}
Ejemplo n.º 23
0
bool CFeature::Update()
{
	bool continueUpdating = UpdatePosition();

	continueUpdating |= (smokeTime != 0);
	continueUpdating |= (fireTime != 0);
	continueUpdating |= (def->geoThermal);

	if (smokeTime != 0) {
		if (!((gs->frameNum + id) & 3) && projectileHandler->particleSaturation < 0.7f) {
			new CSmokeProjectile(NULL, midPos + gu->RandVector() * radius * 0.3f,
				gu->RandVector() * 0.3f + UpVector, smokeTime / 6 + 20, 6, 0.4f, 0.5f);
		}
	}
	if (fireTime == 1) {
		featureHandler->DeleteFeature(this);
	}
	if (def->geoThermal) {
		EmitGeoSmoke();
	}

	smokeTime = std::max(smokeTime - 1, 0);
	fireTime = std::max(fireTime - 1, 0);

	// return true so long as we need to stay in the FH update-queue
	return continueUpdating;
}
Ejemplo n.º 24
0
bool BSelection::Create(char* strLabel,char* btnLabel, unsigned char offset,CWnd* parent, UINT id)
{
	
	DWORD elementWidth;
	BItem::Create(strLabel,offset,ELEMENT_WIDTH,LABEL_WIDTH,parent);
	buttonWidth = strlen(btnLabel)*7;

	CRect tempRect;
	GetClientRect(&tempRect);
	tempRect.left = tempRect.left+this->LabelWidth-(offset*OFFSET_SIZE)+SPACE_BETWEEN_ELEMENT;
	tempRect.right = tempRect.left+ tempRect.Width() - buttonWidth - SPACE_BETWEEN_ELEMENT;
	tempRect.bottom+=100;
	if(!comboBox.Create(WS_CHILD | WS_VISIBLE | WS_VSCROLL | CBS_DROPDOWNLIST,  tempRect,this,COMBO_ELEMENT)){return false;};	

	//tempRect.right+=SPACE_BETWEEN_ELEMENT;
	
	comboBox.SetFont(&simpleFont,true);
	tempRect.bottom-=100;
	tempRect.left = tempRect.right + SPACE_BETWEEN_ELEMENT;
	tempRect.right = tempRect.left + buttonWidth;
	if(!button.Create(btnLabel,WS_CHILD | WS_VISIBLE |BS_PUSHBUTTON,tempRect,this,BUTTON_ELEMENT)){return false;}
	button.SetFont(&simpleFont,true);
	
	UpdatePosition();

	return true;
}
Ejemplo n.º 25
0
void CStereoGRView::OnInitialUpdate() 
{
	CView::OnInitialUpdate();

    // Update the document
    GetDocument()->Initialize();

    
    // Now initialize the view
    UpdateParams();

    // Initialize the parent's data
    ((CChildFrame*)GetParent())->m_view = this;
    ((CMainFrame*)AfxGetMainWnd())->AddView(this);

    // Initialize OpenGL
    switch(GetDocument()->GetDocType())
    {
	case PT_POINTCLOUD_IMAGE:
	case GR_MAGICCUBE:
        InitGL();
		break;
    }

	UpdatePosition();

    m_wasInitialized = TRUE;
}
Ejemplo n.º 26
0
void FloatingCamera::Update()
{
	MouseControls();
	KeyboardControls();
	UpdatePosition();
	
}
Ejemplo n.º 27
0
void CHostageImprov::__MAKE_VHOOK(OnUpkeep)(float deltaT)
{
	if (IsAlive())
	{
		UpdatePosition(deltaT);
	}
}
Ejemplo n.º 28
0
void Player::MoveForward( double delta )
{
    if( mRoot )
    {
        mRoot->Translate( delta * mVelocity );
        UpdatePosition();
    }
}
Ejemplo n.º 29
0
void Player::TurnLeft( double delta )
{
    if( mRoot )
    {
        mRoot->Rotate( 'y', delta * 70.0 );
        UpdatePosition();
    }
}
Ejemplo n.º 30
0
unsigned char StdReader::Get(long offset) const {
    Seek(offset);

    unsigned char c = static_cast<unsigned char>(file.get());
    UpdatePosition(1);

    return c;
}