Ejemplo n.º 1
0
BOOL CSendingDialog::OnInitDialog()
{
    CBaseDialog::OnInitDialog();

    CMlsPropertyControl::SubclassPropertyControls(this);

    CenterWindow();

    CProgressBar* pProgress = (CProgressBar*)GetDlgItem(IDC_PROGRESS_BAR);
    pProgress->SetMinMaxPos(0, 100, 0);

    m_pModem = new CModem;

    // Set up the monitor.
    m_pMonitor = new CSendingMonitor;
    m_pMonitor->SetModem(m_pModem);
    m_pMonitor->SetDialog(this);

    CString csText;
    TRY
    {
        csText.LoadString(IDS_Working);
    }
    END_TRY

    ShowStatus(csText);
    SetState(Initializing);

    return TRUE;
}
Ejemplo n.º 2
0
void CSendingMonitor::SetState(int nState)
{
    m_nState = nState;

    if (m_pProgress != NULL)
    {
        switch (m_nState)
        {
        case CSendingDialog::Sending:
        {
            m_pProgress->SetPos(0);
            m_pProgress->ShowWindow(SW_SHOW);
            break;
        }
        case CSendingDialog::Receiving:
        {
            m_pProgress->SetPos(50);
            break;
        }
        case CSendingDialog::Succeeded:
        {
            m_pProgress->SetPos(100);
            break;
        }
        default:
        {
            // Nothing special.
            break;
        }
        }
    }
}
Ejemplo n.º 3
0
CProgressBar* CProgressBar::create()
{
	CProgressBar* pRet = new CProgressBar();
	if( pRet && pRet->init() )
	{
		pRet->autorelease();
		return pRet;
	}
	CC_SAFE_DELETE(pRet);
	return NULL;
}
Ejemplo n.º 4
0
CProgressBar* CProgressBar::create(const char* pProgress)
{
	CProgressBar* pRet = new CProgressBar();
	if( pRet && pRet->initWithFile(pProgress) )
	{
		pRet->autorelease();
		return pRet;
	}
	CC_SAFE_DELETE(pRet);
	return NULL;
}
Ejemplo n.º 5
0
void MsgBox::event_slider_test(Ref *pSender,int value)
{
	char buf[128] = {0};
	sprintf(buf,"%d",value);
	CLabelAtlas *pLab = (CLabelAtlas*)this->getControl(PANEL_MSGBOX,LABATLAS_NUM);
	pLab->setString(buf);

	CProgressBar *pProg = (CProgressBar*)this->getControl(PANEL_MSGBOX,PROG_HP);
	pProg->setValue(value);

}
Ejemplo n.º 6
0
void CFoulerDoc::AddDataFromText(DWORD dwSize, char *pHeader)
{
	char seps[] = "abcdfghijklmnopqrstuvwxyzABCDFGHIJKLMNOPQRSTUVWXYZ= ,\t\n:()";
	char *token, *cpTextData;
	int i, iOrg, iData, itemno, iIndex;
	double dData;
	BeginWaitCursor();
	for (DWORD dw = 0; dw < dwSize; dw++)
	{
		if (pHeader[dw] == NULL) pHeader[dw] = ' ';
	}
	cpTextData = new char[dwSize];
	memcpy( cpTextData, pHeader, dwSize );
	itemno = GetItemNo( cpTextData );
	delete[] cpTextData;
	if( itemno < 1 ) return;
	CProgressBar* pBar = new CProgressBar();
	iData = m_iNo;
	iOrg = m_iOriginNo;
	InsertData( itemno );
	iIndex = 0;
	token = strtok( pHeader, seps );
	while( token!= NULL )
	{
		dData = atof(token);
		if( dData != 0 )
		{
			m_pOrgData[iOrg]->SetItem( dData );
			m_iSubGroupIndex++;
			if( m_iSubGroupIndex >= m_iSubGroupSize )
			{
				m_iSubGroupIndex = 0;
				dData = 0;
				for( i=iOrg+1-m_iSubGroupSize ; i<iOrg+1 ; i++ )
				{
					dData += m_pOrgData[i]->GetItem();
				}
				m_pData[iData]->SetItem(dData/m_iSubGroupSize);
				iData++;
				AnalysisData();
			}
			iOrg++;
			iIndex++;
			pBar->SetPos((iIndex<<8)/itemno);
		}
		token = strtok( NULL, seps );
	}
	delete pBar;
	EndWaitCursor();
}
Ejemplo n.º 7
0
BOOL CFoulerDoc::OpenCCA(HANDLE hFileRead)
{
	char cHeader[32];
	double dData = 0;
	DWORD nCount;
	DWORD dwHighSize, dwLowSize;
	int i;
	ZeroMemory( cHeader, sizeof(cHeader) );
	dwLowSize = GetFileSize( hFileRead, &dwHighSize );
	SetFilePointer( hFileRead, 0, NULL, FILE_BEGIN);
	ReadFile( hFileRead, cHeader, 32, &nCount, NULL );
	if( strcmp( cHeader, "Control Chart Analyzer File" ) != 0 ) return FALSE;
	int itemno = 0;
	ReadFile( hFileRead, &itemno, sizeof(itemno), &nCount, NULL );
	if( itemno < 0 ) return FALSE;
	if( dwLowSize < itemno*sizeof(dData)+32+sizeof(itemno)+sizeof(m_histogram)+sizeof(m_shewart)+sizeof(m_cusum)+sizeof(m_sprt) ) return FALSE;
	ClearData();
	ReadFile( hFileRead, &m_histogram, sizeof(m_histogram), &nCount, NULL );
	ReadFile( hFileRead, &m_shewart, sizeof(m_shewart), &nCount, NULL );
	ReadFile( hFileRead, &m_cusum, sizeof(m_cusum), &nCount, NULL );
	ReadFile( hFileRead, &m_sprt, sizeof(m_sprt), &nCount, NULL );
	double* pData;
	pData = new double[itemno];
	ReadFile( hFileRead, pData, sizeof(dData)*itemno, &nCount, NULL );
	double *dp;
	dp = pData;
	CProgressBar* pBar = new CProgressBar();
	InsertData( itemno );
	for( i=0 ; i<itemno ; i++ )
	{
		m_pOrgData[i]->SetItem( *dp );
		m_iSubGroupIndex++;
		if( m_iSubGroupIndex >= m_iSubGroupSize )
		{
			m_iSubGroupIndex = 0;
			dData = 0;
			for( int j=i+1-m_iSubGroupSize ; j<i+1 ; j++ )
			{
				dData += m_pOrgData[j]->GetItem();
			}
			m_pData[i/m_iSubGroupSize]->SetItem(dData/m_iSubGroupSize);
			AnalysisData();
		}
		dp++;
		pBar->SetPos( (i<<8)/itemno );
	}
	delete[] pData;
	delete pBar;
	return TRUE;
}
Ejemplo n.º 8
0
NS_MAIN_BEGIN


void MsgBox::onLoadScene()
{
	//setAutoRemoveUnusedTexture(true);
	TuiManager::getInstance()->parseScene(this,"panel_msgbox",PATH_MAIN);
	//注册事件
	CButton *pBtnClose = (CButton*)getControl(PANEL_MSGBOX,BTN_CLOSE);
	pBtnClose->setOnClickListener(this,ccw_click_selector(MsgBox::event_btn_close));
	
	CSlider *pSlider = (CSlider*)getControl(PANEL_MSGBOX,SLIDER_TEST);
	pSlider->setOnValueChangedListener(this,ccw_valuechanged_selector(MsgBox::event_slider_test));

	CProgressBar *pProg = (CProgressBar*)this->getControl(PANEL_MSGBOX,PROG_HP);
	pProg->setShowValueLabel(true);
}
Ejemplo n.º 9
0
CProgressBar* TuiManager::createProgress(float tag, const char* bg,const char* progress,float x,float y,float rotation){
	CProgressBar *pProgress = NULL;
	if(m_isUseSpriteFrame){
		pProgress = CProgressBar::create();
		pProgress->setBackgroundSpriteFrameName(bg);
		pProgress->setProgressSpriteFrameName(progress);
	}else{
		pProgress = CProgressBar::create(progress);
		pProgress->setBackgroundImage(bg);
	}
	pProgress->setRotation(rotation);
	pProgress->setPosition(Point(x,-y));
	pProgress->setMaxValue(100);
	pProgress->setMinValue(0);
	pProgress->setValue(15);
	pProgress->setTag(tag);
	return pProgress;
}
Ejemplo n.º 10
0
CProgressBar* TuiManager::createProgress(float tag, int max, int min, int cur, const char* bg, const char* progress,int isShowLabel, float x, float y, float rotation, int isUseFrame){
	CProgressBar *pProgress = NULL;
	if (isUseFrame){
		pProgress = CProgressBar::createSpriteFrame(progress);
		pProgress->setBackgroundSpriteFrameName(bg);
	}else{
		pProgress = CProgressBar::create(progress);
		pProgress->setBackgroundImage(bg);
	}
	pProgress->setShowValueLabel(isShowLabel == 1);
	pProgress->setRotation(rotation);
	pProgress->setPosition(Vec2(x,-y));
	pProgress->setMaxValue(max);
	pProgress->setMinValue(min);
	pProgress->setValue(cur);
	pProgress->setTag(tag);
	return pProgress;
}
Ejemplo n.º 11
0
void CFoulerDoc::AnalysisWholeData()
{
	int i;
	int iTemp = 0;
	double dPlus = 0;
	double dMinus = 0;

	if( m_histogram.GetReady() )
	{
		for( i=0 ; i < DEF_HISTOGRAM_SIZE ; i++ )
		{
			m_iHistogram[i] = 0;
		}
		CProgressBar* pBar = new CProgressBar();
		for( i=0 ; i < m_iNo ; i++ )
		{
			if( m_pData[i]->GetItem() < m_histogram.GetTheta0()-5*m_histogram.GetDeviation() )
			{
				m_iHistogram[0] ++;
				continue;
			}
			else if( m_pData[i]->GetItem() > m_histogram.GetTheta0()+5*m_histogram.GetDeviation() )
			{
				m_iHistogram[DEF_HISTOGRAM_SIZE-1] ++;
				continue;
			}
			iTemp = (int)( (m_pData[i]->GetItem()-m_histogram.GetTheta0())*DEF_HISTOGRAM_SIZE/10/m_histogram.GetDeviation() + DEF_HISTOGRAM_SIZE/2 );
			m_iHistogram[iTemp]++;
			//Histogram계산용 도수분포
			dPlus = m_pData[i]->GetItem() - m_cusum.GetK() - m_cusum.GetTheta0() + dPlus;
			if( dPlus < 0 ) dPlus = 0;
			m_pData[i]->SetPlus( dPlus );
			dMinus = m_pData[i]->GetItem() + m_cusum.GetK() - m_cusum.GetTheta0() + dMinus;
			if( dMinus > 0 ) dMinus = 0;
			m_pData[i]->SetMinus( dMinus );
			//CUSUM, SPRT계산용
			pBar->SetPos( (i<<8)/m_iNo );
		}
		delete pBar;
	}
}
Ejemplo n.º 12
0
void	CGUIWindow::LoadProgressBar(CProgressBar** progressBar_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm)
{
	//<ProgressBar name="progressBar1" posx="200" posy="600" height="10" width="100" visible="true" active="true"
	//	texture_back="hola" texture_bar="hola2"  id_font="0" color_font_r="0" color_font_g="0" color_font_b="0"
	//	Literal="blabla" widthOffset="" heightOffset="" OnComplete="blabla"/>

  CProgressBar* progressBar;
	std::string name								= pNewNode.GetPszProperty("name", "defaultGuiElement");
	float				posx								= pNewNode.GetFloatProperty("posx", 0.f);
	float				posy								= pNewNode.GetFloatProperty("posy", 0.f);
	float				w										= pNewNode.GetFloatProperty("width", 50.f);
	float				h										= pNewNode.GetFloatProperty("height", 50.f);
	bool				visible							= pNewNode.GetBoolProperty("visible", true);
	bool				activated						= pNewNode.GetBoolProperty("active", true);
	std::string texture_bar					= pNewNode.GetPszProperty("texture_bar", "");
	std::string texture_back				= pNewNode.GetPszProperty("texture_back", "");
	std::string OnComplete					= pNewNode.GetPszProperty("OnComplete", "");
	uint32			idFont							= pNewNode.GetIntProperty("id_font", 0);
	float				color_font_r				= pNewNode.GetFloatProperty("color_font_r", 0.f);
	float				color_font_g				= pNewNode.GetFloatProperty("color_font_g", 0.f);
	float				color_font_b				= pNewNode.GetFloatProperty("color_font_b", 0.f);
	std::string l_literal						= pNewNode.GetPszProperty("Literal", "");
	float				widthOffsetPercent	= pNewNode.GetFloatProperty("widthOffset", 0.f);
	float				heightOffsetPercent	= pNewNode.GetFloatProperty("heightOffset", 0.f);

	CTexture* bar					= tm->GetTexture(texture_bar);
	CTexture* back				= tm->GetTexture(texture_back);

	uint32 widthOffset	= (uint32) (screenResolution.x	* 0.01f * widthOffsetPercent );
	uint32 heightOffset	= (uint32) (screenResolution.y	* 0.01f * heightOffsetPercent );

	progressBar = new CProgressBar(	screenResolution.y,screenResolution.x, h, w, Vect2f(posx, posy), 
																	l_literal, heightOffset, widthOffset, visible, activated);
	progressBar->SetName(name);
	progressBar->SetTextures(back, bar);
	progressBar->SetFont(idFont, CColor(color_font_r,color_font_g,color_font_b));
	progressBar->SetOnComplete(OnComplete);

  *progressBar_aux = progressBar;
}
Ejemplo n.º 13
0
    virtual bool onEvent(ode::IIrrOdeEvent *pEvent) {
      bool bRet=false;

      if (pEvent->getType()==ode::eIrrOdeEventProgress) {
        ode::CIrrOdeEventProgress *pEvt=reinterpret_cast<ode::CIrrOdeEventProgress *>(pEvent);
        wchar_t s[0xFF];

        if (pEvt->getCount()==0) {
          swprintf(s,0xFF,L"Loading scene...");
          m_pText->setText(s);
        }
        else {
          swprintf(s,0xFF,L"Physics Initialization: %i / %i",pEvt->getCurrent(),pEvt->getCount());
          m_pText->setText(s);
          m_pBar->setProgress(100*pEvt->getCurrent()/pEvt->getCount());
        }

        m_pDriver->beginScene(true, true, video::SColor(0,200,200,200));
        m_pGuienv->drawAll();
        m_pDriver->endScene();
      }

      return bRet;
    }
	virtual void progress (const char *message, float progress)
	{
		ProgressBar.setLine(0, string(message));
		ProgressBar.update();
		ProgressBar.updateProgressBar ((uint32)(100 * progress));
	}
	void	closeMaxLighter()
	{
		ProgressBar.uninitProgressBar ();
	}
	void	initMaxLighter(Interface& _Ip)
	{
		ProgressBar.initProgressBar (100, _Ip);
	}
void CNelExport::viewMesh (TimeValue time)
{
	// Register classes
	// done in dllentry registerSerial3d ();

	CScene::registerBasics ();
	
	// Register CPath in our module
	regsiterOVPath ();

	// Create an object viewer
	IObjectViewer* view = IObjectViewer::getInterface();

	// Check wether there's not an instance currently running
	if (view->isInstanceRunning())
	{
		::MessageBox(NULL, "An instance of the viewer is currently running, please close it :)", "NeL Export", MB_OK|MB_ICONEXCLAMATION);
		return;
	}

	// set the water pool manager
	view->setWaterPoolManager(NL3D::GetWaterPoolManager());
	
	// Build a skeleton map
	mapRootMapBoneBindPos				skeletonMap;

	std::map<INode*, CSkeletonDesc>	mapSkeletonShape;

	if (view)
	{
		// Init it
		if (!view->initUI())
		{
			::MessageBox(NULL, "Failed to initialize object viewer ui, this may be a driver init issue, check your log.log files", "NeL Export", MB_OK|MB_ICONEXCLAMATION);
			IObjectViewer::releaseInterface(view);
			return;
		}

		// Get node count
		int nNumSelNode=_Ip->GetSelNodeCount();
		int nNbMesh=0;
		// Create an animation for the models
		CAnimation *autoAnim=new CAnimation;

		// *******************
		// * First build skeleton bind pos information and animations
		// *******************

		int nNode;
		for (nNode=0; nNode<nNumSelNode; nNode++)
		{
			// Get the node
			INode* pNode=_Ip->GetSelNode (nNode);

			// It is a zone ?
			if (RPO::isZone (*pNode, time))
			{
			}
			// Try to export a mesh
			else if (CExportNel::isMesh (*pNode, time))
			{
				// Build skined ?
				bool skined=false;
				
				// Skinning ?
				if (CExportNel::isSkin (*pNode))
				{
					// Get root of the skeleton
					INode *skeletonRoot=CExportNel::getSkeletonRootBone (*pNode);

					// HULUD TEST
					//skeletonRoot=NULL;
					
					// Root exist ?
					if (skeletonRoot)
					{
						// Ok, look for the set in the map of desc
						mapRootMapBoneBindPos::iterator iteSkeleton=skeletonMap.find (skeletonRoot);

						// Not found ?
						if (iteSkeleton==skeletonMap.end())
						{
							// Insert one
							skeletonMap.insert (mapRootMapBoneBindPos::value_type (skeletonRoot, CExportNel::mapBoneBindPos()));
							iteSkeleton=skeletonMap.find (skeletonRoot);
						}
						
						// Add the bind pos for the skin
						CExportNel::addSkeletonBindPos (*pNode, iteSkeleton->second);
					}
				}
			}
		}

		// *******************
		// * Then, build skeleton shape
		// *******************

		for (nNode=0; nNode<nNumSelNode; nNode++)
		{
			// Get the node
			INode* pNode=_Ip->GetSelNode (nNode);

			// It is a zone ?
			if (RPO::isZone (*pNode, time))
			{
			}
			// Try to export a mesh
			else if (CExportNel::isMesh (*pNode, time))
			{
				// Build skined ?
				bool skined=false;
				++nNbMesh;
				// Skinning ?
				if (CExportNel::isSkin (*pNode))
				{
					// Get root of the skeleton
					INode *skeletonRoot=CExportNel::getSkeletonRootBone (*pNode);
					
					// HULUD TEST
					//skeletonRoot=NULL;
					
					// Root exist ?
					if (skeletonRoot)
					{
						// Ok, look for the set in the map of desc
						mapRootMapBoneBindPos::iterator iteSkeleton = skeletonMap.find (skeletonRoot);
						std::map<INode*, CSkeletonDesc>::iterator skelBindPod = mapSkeletonShape.find (skeletonRoot);

						// Not found ?
						if (skelBindPod==mapSkeletonShape.end())
						{
							// Insert it
							CSkeletonShape *skelShape=new CSkeletonShape();

							// A matrix id map
							TInodePtrInt mapId;

							// Build the skeleton based on the bind pos information
							_ExportNel->buildSkeletonShape (*skelShape, *skeletonRoot, &(iteSkeleton->second), mapId, time);

							// Add the shape in the view
							uint instance = view->addSkel (skelShape, skeletonRoot->GetName());

							// Add tracks
							CAnimation *anim=new CAnimation;
							_ExportNel->addAnimation (*anim, *skeletonRoot, "", true);

							// Set the single animation							
							view->setSingleAnimation (anim, "3dsmax current animation", instance);

							// Insert in the map
							mapSkeletonShape.insert (std::map<INode*, CSkeletonDesc>::value_type ( skeletonRoot, CSkeletonDesc (instance, mapId)));
						}
					}
				}
			}
		}

		CAnimationSet *animationSet = new CAnimationSet;
		for (nNode=0; nNode<nNumSelNode; nNode++)
		{
			// Get the node
			INode* pNode=_Ip->GetSelNode (nNode);

			// Is it a automatic light ? if yes add tracks from nel_light (color controller)
			int bAnimated = CExportNel::getScriptAppData (pNode, NEL3D_APPDATA_LM_ANIMATED, 0);
			if (bAnimated)
				_ExportNel->addAnimation( *autoAnim, *pNode, "", true);

				
		} 
		animationSet->addAnimation ("Automatic", autoAnim);
		animationSet->build();
		view->setAutoAnimation (animationSet);

		// *******************
		// * Then, build Mesh shapes
		// *******************

		// Prepare ig export.
		std::vector<INode*>						igVectNode;
		std::map<std::string, NL3D::IShape *>	igShapeMap;
		// SunDirection.
		NLMISC::CVector							igSunDirection(0, 1, -1);
		// SunColor.
		NLMISC::CRGBA							igSunColor(255, 255, 255);
		SLightBuild								sgLightBuild;


		// Build Mesh Shapes.
		CProgressBar ProgBar;
		ProgBar.initProgressBar (nNbMesh, *_Ip);
		theExportSceneStruct.FeedBack = &ProgBar;
		nNbMesh = 0;

		// Map for IG animations
		typedef std::map<INode *, CAnimation *> TIGAnimation;
		TIGAnimation igAnim;

		// View all selected objects
		for (nNode=0; nNode<nNumSelNode; nNode++)
		{
			// Get the node
			INode* pNode=_Ip->GetSelNode (nNode);

			string sTmp = "Object Name: ";
			sTmp += pNode->GetName();
			ProgBar.setLine (0, sTmp);
			sTmp = "";
			for (uint32 i = 1; i < 10; ++i) 
				ProgBar.setLine (i, sTmp);
			sTmp = "Last Error";
			ProgBar.setLine (10, sTmp);
			ProgBar.update();
			
			// It is a zone ?
			if (RPO::isZone (*pNode, time))
			{
			}
			// Try to export a mesh
			else if (CExportNel::isMesh (*pNode, time))
			{
				// Build skined ?
				bool skined=false;
				++nNbMesh;
				// Skinning ?
				if (CExportNel::isSkin (*pNode))
				{
					// Create a skeleton
					INode *skeletonRoot=CExportNel::getSkeletonRootBone (*pNode);

					// HULUD TEST
					//skeletonRoot=NULL;
					
					// Skeleton exist ?
					if (skeletonRoot)
					{
						// Look for bind pos info for this skeleton
						mapRootMapBoneBindPos::iterator iteSkel=skeletonMap.find (skeletonRoot);
						std::map<INode*, CSkeletonDesc>::iterator iteSkelShape=mapSkeletonShape.find (skeletonRoot);
						nlassert (iteSkel!=skeletonMap.end());
						nlassert (iteSkelShape!=mapSkeletonShape.end());

						// Export the shape
						IShape *pShape;
						pShape=_ExportNel->buildShape (*pNode, time, &iteSkelShape->second.MapId, true);

						// Build succesful ?
						if (pShape)
						{
							// Add the shape in the view
							uint instance = view->addMesh (pShape, pNode->GetName(), iteSkelShape->second.SkeletonInstance);

							// Add tracks
							CAnimation *anim=new CAnimation;
							_ExportNel->addAnimation (*anim, *pNode, "", true);

							// Set the single animation
							view->setSingleAnimation (anim, "3dsmax current animation", instance);

							// ok
							skined=true;
						}
					}
				}
				// Build skined ?
				if (!skined)
				{
					// Export the shape
					IShape *pShape = NULL;
					pShape=_ExportNel->buildShape (*pNode, time, NULL, true);

					// Export successful ?
					if (pShape)
					{
						// get the nelObjectName, as used in building of the instanceGroup.
						std::string	nelObjectName= CExportNel::getNelObjectName(*pNode);

						// ugly way to verify the shape is really added to the sahepBank: use a refPtr :)
						NLMISC::CRefPtr<IShape>		prefShape= pShape;

	
						std::string nelObjectNameNoExt;
						// Add to the view, but don't create the instance (created in ig).						
						if (!(nelObjectName.find(".shape") != std::string::npos || nelObjectName.find(".ps") != std::string::npos))
						{
							nelObjectNameNoExt = nelObjectName;
							nelObjectName += ".shape";							
						}
						else
						{
							std::string::size_type pos = nelObjectName.find(".");
							nlassert(pos != std::string::npos);
							nelObjectNameNoExt = std::string(nelObjectName, 0, pos);
						}
						
						// Add to the view, but don't create the instance (created in ig).
						// Since IG use strlwr version of the name, must strlwr it here.
						std::string	nelObjectNameLwr= nelObjectName;
						strlwr(nelObjectNameLwr);
						view->addMesh (pShape, nelObjectNameLwr.c_str(), 0xffffffff, NULL, false);


						// If the shape is not destroyed in addMesh() (with smarPtr), then add it to the shape map.
						if(prefShape)
						{
							igShapeMap.insert( std::make_pair(nelObjectNameNoExt, pShape) );
						}
						
						// Add to list of node for IgExport.
						igVectNode.push_back(pNode);
					}

					// Add tracks
					igAnim.insert (TIGAnimation::value_type (pNode, new CAnimation));
					_ExportNel->addAnimation (*igAnim[pNode], *pNode, "", true);
				}
			}

			ProgBar.updateProgressBar (nNbMesh);
			if( ProgBar.isCanceledProgressBar() )
				break;
		}

		// if ExportLighting, Export all lights in scene (not only selected ones).
		if(theExportSceneStruct.bExportLighting)
		{
			// List all nodes in scene.
			vector<INode*>	nodeList;
			_ExportNel->getObjectNodes(nodeList, time);
			
			// For all of them.
			for(uint i=0;i<nodeList.size();i++)
			{
				INode	*pNode= nodeList[i];

				if( sgLightBuild.canConvertFromMaxLight(pNode, time) )
				{
					// Convert it.
					sgLightBuild.convertFromMaxLight(pNode, time);

					// PointLight/SpotLight/AmbientLight ??
					if(sgLightBuild.Type != SLightBuild::LightDir)
					{
						// Add to list of node for IgExport.
						igVectNode.push_back(pNode);
					}
					// "SunLight" ??
					else if( sgLightBuild.Type == SLightBuild::LightDir )
					{
						// if this light is checked to export as Sun Light
						int		nExportSun= CExportNel::getScriptAppData (pNode, NEL3D_APPDATA_EXPORT_AS_SUN_LIGHT, BST_UNCHECKED);
						if(nExportSun== BST_CHECKED)
						{
							// Add to list of node for IgExport (enabling SunLight in the ig)
							igVectNode.push_back(pNode);

							// Replace sun Direciton.
							igSunDirection= sgLightBuild.Direction;
							// Replace sun Color.
							igSunColor= sgLightBuild.Diffuse;
						}
					}
				}
			}
		}


		ProgBar.uninitProgressBar();
		theExportSceneStruct.FeedBack = NULL;
	

		// *******************
		// * Export instance Group.
		// *******************

		// Info for lighting: retrieverBank and globalRetriever.
		CIgLighterLib::CSurfaceLightingInfo		slInfo;
		slInfo.RetrieverBank= NULL;
		slInfo.GlobalRetriever= NULL;

		// Result instance group
		vector<INode*> resultInstanceNode;

		// Build the ig (with pointLights)
		NL3D::CInstanceGroup	*ig= _ExportNel->buildInstanceGroup(igVectNode, resultInstanceNode, time);
		if(ig)
		{
			// If ExportLighting
			if( theExportSceneStruct.bExportLighting )
			{
				// Light the ig.
				NL3D::CInstanceGroup	*igOut= new NL3D::CInstanceGroup;
				// Init the lighter.
				CMaxInstanceLighter		maxInstanceLighter;
				maxInstanceLighter.initMaxLighter(*_Ip);

				// Setup LightDesc Ig.
				CInstanceLighter::CLightDesc	lightDesc;
				// Copy map to get info on shapes.
				lightDesc.UserShapeMap= igShapeMap;
				// Setup Shadow and overSampling.
				lightDesc.Shadow= theExportSceneStruct.bShadow;
				lightDesc.OverSampling= NLMISC::raiseToNextPowerOf2(theExportSceneStruct.nOverSampling);
				clamp(lightDesc.OverSampling, 0U, 32U);
				if(lightDesc.OverSampling==1)
					lightDesc.OverSampling= 0;
				// Setup LightDirection.
				lightDesc.LightDirection= igSunDirection.normed();
				// For interiors ig, disable Sun contrib according to ig.
				lightDesc.DisableSunContribution= !ig->getRealTimeSunContribution();


				// If View SurfaceLighting enabled
				if(theExportSceneStruct.bTestSurfaceLighting)
				{
					// Setup a CSurfaceLightingInfo
					slInfo.CellSurfaceLightSize= theExportSceneStruct.SurfaceLightingCellSize;
					NLMISC::clamp(slInfo.CellSurfaceLightSize, 0.001f, 1000000.f);
					slInfo.CellRaytraceDeltaZ= theExportSceneStruct.SurfaceLightingDeltaZ;
					// no more add any prefix to the colision identifier.
					slInfo.ColIdentifierPrefix= "";
					slInfo.ColIdentifierSuffix= "";
					// Build RetrieverBank and GlobalRetriever from collisions in scene
					_ExportNel->computeCollisionRetrieverFromScene(time, slInfo.RetrieverBank, slInfo.GlobalRetriever, 
						slInfo.ColIdentifierPrefix.c_str(), slInfo.ColIdentifierSuffix.c_str(), slInfo.IgFileName);
				}


				// Light Ig.
				CIgLighterLib::lightIg(maxInstanceLighter, *ig, *igOut, lightDesc, slInfo, "");

				// Close the lighter.
				maxInstanceLighter.closeMaxLighter();

				// Swap pointer and release unlighted one.
				swap(ig, igOut);
				delete igOut;
			}

			// Setup the ig in Viewer.
			uint firstInstance = view->addInstanceGroup(ig);

			// Setup animations
			uint i;
			for (i=0; i<ig->getNumInstance(); i++)
			{
				// Set the single animation
				view->setSingleAnimation (igAnim[resultInstanceNode[i]], "3dsmax current animation", firstInstance + i);

				// Remove the animation
				igAnim.erase (resultInstanceNode[i]);
			}
		}


		// Add cameras
		for (nNode=0; nNode<nNumSelNode; nNode++)
		{
			// Get the node
			INode* pNode=_Ip->GetSelNode (nNode);

			// Is a camera ?
			if (CExportNel::isCamera (*pNode, time))
			{
				// Export the shape
				CCameraInfo cameraInfo;
				_ExportNel->buildCamera (cameraInfo, *pNode, time);

				// Camera name
				std::string name = CExportNel::getNelObjectName(*pNode);
				strlwr (name);

				uint instance = view->addCamera (cameraInfo, name.c_str ());

				// Add tracks
				CAnimation *anim=new CAnimation;
				_ExportNel->addAnimation (*anim, *pNode, "", true);

				// Set the single animation
				view->setSingleAnimation (anim, "3dsmax current animation", instance);
				instance++;
			}
		}

		// Erase unused animations
		TIGAnimation::iterator ite = igAnim.begin();
		while (ite != igAnim.end())
		{
			// Delete it
			delete ite->second;

			// Next
			ite++;
		}

		// *******************
		// * Launch
		// *******************


		// Setup background color
		if (theExportSceneStruct.bExportBgColor)
			view->setBackGroundColor(_ExportNel->getBackGroundColor(time));

		// ExportLighting?
		if ( theExportSceneStruct.bExportLighting )
		{
			// Take the ambient of the scene as the ambient of the sun.
			CRGBA	sunAmb= _ExportNel->getAmbientColor (time);

			// Disable Global ambient light
			view->setAmbientColor (CRGBA::Black);

			// setup lighting and sun, if any light added. Else use std OpenGL front lighting
			view->setupSceneLightingSystem(true, igSunDirection, sunAmb, igSunColor, igSunColor);
			// If GlobalRetriever for DynamicObjectLightingTest is present, use it.
			if(slInfo.GlobalRetriever && ig)
				view->enableDynamicObjectLightingTest(slInfo.GlobalRetriever, ig);
		}
		else
		{
			/*// Setup ambient light
			view->setAmbientColor (_ExportNel->getAmbientColor (time));

			// Build light vector
			std::vector<CLight> vectLight;
			_ExportNel->getLights (vectLight, time);

			// Light in the scene ?
			if (!vectLight.empty())
			{
				// Use old Driver Light mgt.
				view->setupSceneLightingSystem(false, igSunDirection, CRGBA::Black, igSunColor, igSunColor);

				// Insert each lights
				for (uint light=0; light<vectLight.size(); light++)
					view->setLight (light, vectLight[light]);
			}*/
		}

		// Reset the camera
		view->resetCamera ();

		// Go
		view->go ();

		// Release object viewer
		view->releaseUI ();

		// Delete the pointer
		IObjectViewer::releaseInterface (view);

		// Collisions informations are no more used.
		delete slInfo.RetrieverBank;
		delete slInfo.GlobalRetriever;
	}
}
Ejemplo n.º 18
0
void CMainCityUI::updateRoleProperty(const TMessage& tMsg)
{
	UserData *user = DataCenter::sharedData()->getUser()->getUserData();

	CLayout* headPart = (CLayout*)m_ui->findWidgetById("head_part");

	CLabel *nameLabel = (CLabel*)headPart->getChildByTag(10);
	nameLabel->setString(user->getRoleName().c_str());

	CLabel *level = (CLabel*)(headPart->findWidgetById("level"));
	level->setString(CCString::createWithFormat("Lv%d",user->getLevel())->getCString());

	CLabelAtlas *vip = (CLabelAtlas*)(headPart->findWidgetById("level_vip"));
	vip->setString(ToString(user->getVip()));

	if (user->getVip()==0)
	{
		vip->setVisible(false);
		CLabelAtlas *vip_font = (CLabelAtlas*)(headPart->findWidgetById("vip_font"));
		vip_font->setVisible(false);
	}

	CCSprite* head = (CCSprite*)headPart->getChildByTag(15);
	if (user->getThumb()>0)
	{
// 		CCTexture2D *texture = CCTextureCache::sharedTextureCache()
// 		->addImage(CCString::createWithFormat("headIcon/%d.png", user->getThumb())->getCString());
// 		if (texture)
// 		{
// 			head->setTexture(texture);
// 		}
// 		head->setFlipY(false);
		CCSprite *headBg = (CCSprite *)(headPart->findWidgetById("headbg"));
		CCString *strnName = CCString::createWithFormat("headIcon/%d.png", user->getThumb());
		CCSprite *sp = CCSprite::create(strnName->getCString());
		sp->setPosition(ccpAdd(headBg->getPosition(),ccp(0,10)));
		sp->setScale(0.75f);
		headPart->removeChild(head);
		sp->setTag(15);
		headPart->addChild(sp);
	}
	else
	{
		string fbName = user->getFbId()+".jpg";
		string fullName = CCFileUtils::sharedFileUtils()->fullPathForFilename(fbName.c_str());
		bool isFileExist = CCFileUtils::sharedFileUtils()->isFileExist(fullName);
		if(isFileExist)
		{
			CCSprite *headBg = (CCSprite *)(headPart->findWidgetById("headbg"));
			CCSprite *sp = CCSprite::create(fullName.c_str());
			CCSprite* spr = MakeFaceBookHeadToCircle(sp);
			spr->setPosition(headBg->getPosition());
			headPart->removeChild(head);
			spr->setTag(15);
			headPart->addChild(spr);
		}
		else
		{
			HttpLoadImage::getInstance()->bindUiTarget(this);
			CCString *imgUrl = CCString::createWithFormat(FACEBOOKIMG_106,user->getFbId().c_str());
			HttpLoadImage::getInstance()->requestUrlImage(imgUrl->getCString(),user->getFbId().c_str());
		}
	}
	
	CProgressBar *progressBar = (CProgressBar*)(headPart->getChildByTag(11));
	progressBar->setMaxValue(user->getNextExp());
	progressBar->startProgress(user->getExp(),0.3f);
}
Ejemplo n.º 19
0
BOOL CFoulerDoc::OpenXLS(CString sFile)
{
	int i;
	double dData;
	CDatabase db;
	CString sSql;
	CString sItem;
	CString sDsn;
	CODBCFieldInfo fieldinfo;
	CMainFrame *pFrame = (CMainFrame*)AfxGetMainWnd();
	if( pFrame->m_strExcelDriver.IsEmpty() ) return FALSE;
	sDsn.Format("ODBC;DRIVER={%s};DSN='';DBQ=%s",pFrame->m_strExcelDriver,sFile);
	TRY
	{
		db.Open(NULL,FALSE,TRUE,sDsn);// Open the db using the former created pseudo DSN
		CRecordset rs( &db );// Allocate the recordset
		sSql = "SELECT * FROM Data";// Build the SQL string
		rs.Open(CRecordset::forwardOnly,sSql,CRecordset::readOnly);// Execute that query (implicitly by opening the recordset)
		CFieldSelect dlg(&rs);
		if( dlg.DoModal() == IDCANCEL )
		{
			rs.Close();
			db.Close();
			return FALSE;
		}
		BeginWaitCursor();
		while( !rs.IsEOF() ) rs.MoveNext();
		int iRecCount = (int)(rs.GetRecordCount());
		rs.Close();
		rs.Open(CRecordset::forwardOnly,sSql,CRecordset::readOnly);

		CProgressBar* pBar = new CProgressBar();
		ClearData();
		InsertData( iRecCount );
		for( i=0 ; i<iRecCount ; i++ )
		{
			rs.GetFieldValue(dlg.m_sField0,sItem);
			dData = atof(sItem)+dlg.m_dCo0;
			if( dlg.m_sField1 >= 0 && dlg.m_dCo1 != 0)
			{
				rs.GetFieldValue(dlg.m_sField1,sItem);
				dData += atof(sItem)*dlg.m_dCo1;
			}
			if( dlg.m_sField2 >= 0 && dlg.m_dCo2 != 0)
			{
				rs.GetFieldValue(dlg.m_sField2,sItem);
				dData += atof(sItem)*dlg.m_dCo2;
			}
			if( dlg.m_sField3 >= 0 && dlg.m_dCo3 != 0)
			{
				rs.GetFieldValue(dlg.m_sField3,sItem);
				dData += atof(sItem)*dlg.m_dCo3;
			}
			
			m_pOrgData[i]->SetItem( dData );
			m_iSubGroupIndex++;
			if( m_iSubGroupIndex >= m_iSubGroupSize )
			{
				m_iSubGroupIndex = 0;
				dData = 0;
				for( int j=i+1-m_iSubGroupSize ; j<i+1 ; j++ )
				{
					dData += m_pOrgData[j]->GetItem();
				}
				m_pData[i/m_iSubGroupSize]->SetItem(dData/m_iSubGroupSize);
			}
			rs.MoveNext();
			pBar->SetPos( (i<<8)/iRecCount );
		}
		delete pBar;
		rs.Close();
		db.Close();
		EndWaitCursor();
		return TRUE;
	}
	CATCH(CDBException, e)
	{
		return FALSE;// A db exception occured. Pop out the details...
	}
	END_CATCH;
}
Ejemplo n.º 20
0
void CFoulerDoc::OnEditNewdata() 
{
	double dAverage=0, dDeviation=0, dMoveRate=0;
	int i=0, iNo = 0;
	char cStr[64];
	if( m_generator.GetReady() )
	{
		iNo = 0;
		dAverage = m_generator.GetAverage();
		dDeviation = m_generator.GetDeviation();
		dMoveRate = m_generator.GetMoveRate();
	}
	else
	{
		iNo = 0;
		dAverage = 0;
		dDeviation = 1;
		dMoveRate = 0;
	}
	CNewData dlg( dAverage, iNo, dDeviation, dMoveRate );
	if( dlg.DoModal() == IDCANCEL ) return;
	BeginWaitCursor();
	m_generator.SetReady(TRUE);
	m_generator.SetAverage(dlg.m_average);
	m_generator.SetDeviation(dlg.m_deviation);
	m_generator.SetGenMode(dlg.m_iGenMode);
	m_generator.SetMoveRate(dlg.m_moverate);
	CMainFrame *pFrame = (CMainFrame*)AfxGetMainWnd();
	ZeroMemory( cStr, sizeof(cStr) );
	sprintf( cStr, "%f", m_generator.GetAverage() );
	if( pFrame != NULL ) pFrame->m_edit.SetWindowText( cStr );
	m_dIndex += dlg.m_datano;
	CProgressBar* pBar = new CProgressBar();
	iNo = m_iNo;
	InsertData( dlg.m_datano );
	for( i=iNo ; i<m_iNo ; i++ )
	{
		m_pOrgData[i]->SetItem( m_generator.Gen() );
		m_iSubGroupIndex++;
		if( m_iSubGroupIndex >= m_iSubGroupSize )
		{
			m_iSubGroupIndex = 0;
			dAverage = 0;
			for( int j=i+1-m_iSubGroupSize ; j<i+1 ; j++ )
			{
				dAverage += m_pOrgData[j]->GetItem();
			}
			m_pData[i/m_iSubGroupSize]->SetItem(dAverage/m_iSubGroupSize);
			AnalysisData();
		}
		pBar->SetPos( ((i-iNo)<<8)/dlg.m_datano );
	}
	delete pBar;

	if( m_histogram.GetReady() == FALSE )
	{
		EndWaitCursor();
		OnEditAnalysis();
		BeginWaitCursor();
	}
	m_pRightView->Refresh();
	ChangeViewMode(m_iViewMode);
	EndWaitCursor();
}
Ejemplo n.º 21
0
 virtual ~CProgress() {
   m_pImg->remove();
   m_pText->remove();
   m_pBar->remove();
   ode::CIrrOdeManager::getSharedInstance()->getIrrThread()->getInputQueue()->removeEventListener(this);
 }
Ejemplo n.º 22
0
void CMainCityUI::onEnter()
{
	BaseLayer::onEnter();

	UserData *user = DataCenter::sharedData()->getUser()->getUserData();
	
	//角色信息相对位置处理
	CLayout* headPart = (CLayout*)m_ui->findWidgetById("head_part");
	headPart->setPosition(m_ui->convertToNodeSpace(ccp(VLEFT+headPart->getContentSize().width/2, VTOP-headPart->getContentSize().height/2)));

	//显示角色名,等级,体力,金币
	CLabel *nameLabel = (CLabel*)headPart->getChildByTag(10);
	nameLabel->setString(user->getRoleName().c_str());
	nameLabel->setColor(RGB_ROLE_COLOR);	
	
	CLabel *level = (CLabel*)(headPart->findWidgetById("level"));
	level->setString(CCString::createWithFormat("Lv%d",user->getLevel())->getCString());
	
	CProgressBar *progressBar = (CProgressBar*)(headPart->getChildByTag(11));
	progressBar->setMaxValue(user->getNextExp());
	progressBar->startProgress(user->getExp(),0.3f);

	CLabelAtlas *vip_level = (CLabelAtlas*)(headPart->findWidgetById("level_vip"));
	vip_level->setString(ToString(user->getVip()));
	if (user->getVip()==0)
	{
		vip_level->setVisible(false);
		CLabelAtlas *vip_font = (CLabelAtlas*)(headPart->findWidgetById("vip_font"));
		vip_font->setVisible(false);
	}

	CImageView *headbg = (CImageView *)(headPart->findWidgetById("headbg"));
	headbg->setTouchEnabled(true);
	headbg->setOnClickListener(this, ccw_click_selector(CMainCityUI::onHeadImgBtn));

	CButton *button = nullptr;
	int i = 1;
	for (; i<=9; ++i)
	{
		CCNode *lay = dynamic_cast<CCNode*>( m_ui->getChildByTag(i));
		button = dynamic_cast<CButton*>(lay->getChildByTag(i));
// 			button->setEnabled(false);
		button->setOnClickListener(this, ccw_click_selector(CMainCityUI::onClickBtn));
		button->setSelectedTexture(((CCSprite*)(button->getNormalImage()))->getTexture());
		button->getSelectedImage()->setScale(1.1f);
		m_btnPos[i] = button->getPosition();
	}

	CCSprite* head = (CCSprite*)headPart->getChildByTag(15);

	if (user->getThumb()>0)
	{
		CCTexture2D *texture = CCTextureCache::sharedTextureCache()
		->addImage(CCString::createWithFormat("headIcon/%d.png", user->getThumb())->getCString());
		if (texture)
		{
			head->setTexture(texture);
		}
	}
	else
	{
		string fbName = user->getFbId()+".jpg";
		string fullName = CCFileUtils::sharedFileUtils()->fullPathForFilename(fbName.c_str());
		bool isFileExist = CCFileUtils::sharedFileUtils()->isFileExist(fullName);
		if(isFileExist)
		{
			CCSprite *headBg = (CCSprite *)(headPart->findWidgetById("headbg"));
			CCSprite *sp = CCSprite::create(fbName.c_str());
			CCSprite* spr = MakeFaceBookHeadToCircle(sp);
			spr->setPosition(headBg->getPosition());
			headPart->removeChild(head);
		    spr->setTag(15);
			headPart->addChild(spr);
		}
		else
		{
			HttpLoadImage::getInstance()->bindUiTarget(this);
			CCString *imgUrl = CCString::createWithFormat(FACEBOOKIMG_106,user->getFbId().c_str());
			HttpLoadImage::getInstance()->requestUrlImage(imgUrl->getCString(),user->getFbId().c_str());
		}
	}

	CImageView* vip = (CImageView*)headPart->findWidgetById("vip");
	vip->setTouchEnabled(true);
	vip->setOnClickListener(this,ccw_click_selector(CMainCityUI::onVip));

	//添加签到,充值等其他入口
	CAccessLayer* pAccess = CAccessLayer::create();
	this->addChild(pAccess, 99);

	CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_HERO,this,GameMsghandler_selector(CMainCityUI::updateRoleProperty));
	CSceneManager::sharedSceneManager()->addMsgObserver(TASK_NOTICE,this,GameMsghandler_selector(CMainCityUI::updateTaskNotice));
	CSceneManager::sharedSceneManager()->addMsgObserver(MAIL_NOTICE,this,GameMsghandler_selector(CMainCityUI::updateMailNotice));
	CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_FUNCTIONOPEN,this,GameMsghandler_selector(CMainCityUI::updateFuctionOpen));
	CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_GAMETIP,this,GameMsghandler_selector(CMainCityUI::updateGameTip));
	CSceneManager::sharedSceneManager()->addMsgObserver(SHOW_HEAD,this,GameMsghandler_selector(CMainCityUI::showHead));

	CCSprite *red = (CCSprite*)(m_ui->findWidgetById("redPoint"));

	CCSprite *mailPoint = (CCSprite*)(m_ui->findWidgetById("mailPoint"));

	if (user->getRoleAction()<user->getActionLimit())
	{
		this->schedule(schedule_selector(CMainCityUI::updateActionTime),user->getInterval()*60);
	}
    GetTcpNet->registerMsgHandler(FriendReqNumMsg,this,CMsgHandler_selector(CMainCityUI::processNetMsg));
	GetTcpNet->registerMsgHandler(CBExchangeMsg,this,CMsgHandler_selector(CMainCityUI::exchangeMsg));

	//正在引导,不自动弹窗
	if(user->getNewStep()==2||user->getNewStep()==17/*CGuideManager::getInstance()->getIsRunGuide()*/)
	{
		DataCenter::sharedData()->setCityActionType(CA_None);
	}
	else if(user->getNewStep()<=0 || user->getNewStep()>=100)
	{
		//自动弹签到
		runAction(CCSequence::createWithTwoActions(CCDelayTime::create(0.7f), CCCallFunc::create(this, callfunc_selector(CMainCityUI::autoShowSign))));
	}

	switch (DataCenter::sharedData()->getCityActionType())
	{
	case CA_Levelup:
		{
			CButton *btn = (CButton*)m_ui->getChildByTag(HeroInfo_Btn);
			btn->runAction(CCSequence::create(CCDelayTime::create(0.6f),
				CCCallFuncN::create(this, callfuncN_selector(CMainCityUI::onTimeWaitCityAction)),
				NULL));
			DataCenter::sharedData()->setCityActionType(CA_None);
		}
		break;
	case CA_GoToChapater:
		{
			CButton *btn = (CButton*)m_ui->getChildByTag(Battle_Btn);
			btn->runAction(CCSequence::create(CCDelayTime::create(0.2f),
				CCCallFuncN::create(this, callfuncN_selector(CMainCityUI::onTimeWaitCityAction)),
				NULL));
			m_bShowChapterFlag = true;
			DataCenter::sharedData()->setCityActionType(CA_None);
		}
		break;
	case CA_GoToStage:
		{
			this->runAction(CCSequence::create(CCDelayTime::create(0.8f),
				CCCallFunc::create(this, callfunc_selector(CMainCityUI::runTollgatepreviewCallBack)),
				NULL));
			DataCenter::sharedData()->setCityActionType(CA_None);
		}break;
	default:
		break;
	}

	//绑定场景隐藏和显示的消息
	NOTIFICATION->addObserver(this, callfuncO_selector(CMainCityUI::show), SHOW_MAIN_SCENE, nullptr);
	NOTIFICATION->addObserver(this, callfuncO_selector(CMainCityUI::hide), HIDE_MAIN_SCENE, nullptr);
	NOTIFICATION->addObserver(this, callfuncO_selector(CMainCityUI::checkShowActivity), "CheckShowActivity", nullptr);


	CCNode *lay = dynamic_cast<CCNode*>( m_ui->getChildByTag(6));
	button = dynamic_cast<CButton*>(lay->getChildByTag(6));
	CCAnimation *batAnim = AnimationManager::sharedAction()->getAnimation("9015");
	batAnim->setDelayPerUnit(0.1f);
	CCSprite *batLight = createAnimationSprite("skill/9015.png",button->getPosition(),batAnim,true);
	batLight->setScale(1.4f);
	m_ui->addChild(batLight);

	showNoticeTip(CTaskControl::getInstance()->getGameTips());
// 	CCSprite *spr = CCSprite::create("headImg/506.png");
// 	spr->setScale(1.2f);
// 	CCSprite *sp = maskedSprite(spr);
// 	CCSprite *headBg = (CCSprite *)(headPart->findWidgetById("headbg"));
// 	sp->setPosition(headBg->getPosition());
// 	headPart->addChild(sp);

	//在线礼包
	int iNexTime = user->getOnlinePrizeTime();
	if (iNexTime!=-1)
	{
		if (m_pTimeGift==nullptr)
		{
			m_pTimeGift = CTimeGift::create();
			m_pTimeGift->setTouchPriority(-3);
			this->addChild(m_pTimeGift, 2);
		}
		m_pTimeGift->setTime(iNexTime);
	}

}
Ejemplo n.º 23
0
void CTestMenu::testCProgressBar()
{
	CProgressBar *timescale = NULL;
	
	CBox Box;
	
	Box.iX = g_settings.screen_StartX + 10;
	Box.iY = g_settings.screen_StartY + 10;
	Box.iWidth = (g_settings.screen_EndX - g_settings.screen_StartX - 20);
	Box.iHeight = (g_settings.screen_EndY - g_settings.screen_StartY - 20)/20;
	
	timescale = new CProgressBar(Box.iWidth, Box.iHeight, 30, 100, 70, true);
	timescale->reset();
	
	timescale->paint(Box.iX, Box.iY, 10);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 20);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 30);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 40);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 50);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 60);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 70);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 80);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 90);
	usleep(1000000);
	timescale->paint(Box.iX, Box.iY, 100);
	
	delete timescale;
	timescale = NULL;
	//
	hide();
}
Ejemplo n.º 24
0
void CSendingMonitor::SetDialog(CSendingDialog* pDialog)
{
    m_pDialog = pDialog;
    m_pProgress = (CProgressBar*)m_pDialog->GetDlgItem(IDC_PROGRESS_BAR);
    m_pProgress->ShowWindow(SW_HIDE);
}