Esempio n. 1
0
HRESULT CScnWait::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
	if(pInitData->pvInitData != NULL)
	{
		WAIT_INFO * m_pWait = (WAIT_INFO *)pInitData->pvInitData;

		waitTitle = m_pWait->title;
		waitType = m_pWait->type;
		waitReboot = m_pWait->reboot;
	}

	InitializeChildren();

	m_OperationTitle.SetText(waitTitle);

	//Set Timer based on wait type
	if(waitType == 1)
	{
		//Start the file operation
		FileOperationManager::getInstance().DoWork();
		SetTimer(TM_DELETE, 50);
	} else if (waitType == 2)
	{
		RemovePathCallBack::getInstance().Start();
		SetTimer(TM_TIMEOUT, 50);
	}

    return S_OK;
}
HRESULT CScnGameControls::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
	InitializeChildren();

	// Grab a snapshot of the list from the GameContentManager
	listPack = GameContentManager::getInstance().getGameListSnapshot(false);

	// Prepare Buffer for Title Renaming
	kbBuffer = new WCHAR[200];
	szBtnOk = new LPCWSTR[2];
	szBtnOk[0] = L"OK";
	szBtnOk[1] = L"Cancel";

	// Set Scene to not display file progress
	ShowFileProgress(false);

	// Set Back to Main variable
	bBackToMain = false;

	pGameContent = listPack.CurrentGame;
	if(pGameContent == NULL || pGameContent->ContentRef == NULL)
		return S_FALSE;

	// Extract some common information from the ContentItem
	pContentItem = pGameContent->ContentRef;
	nGameType = pContentItem->GetItemTab();
	
	// Disable the appropriate move menus for the currently selected game
	DisableCurrentGameType(nGameType);

    return S_OK;
}
CFormationEditorObjectSelector::CFormationEditorObjectSelector(void)
{
	m_nSelectedObject=0;
	m_pvObjects=NULL;
	m_dButtonSizeX=DEFAULT_OBJECT_SELECTOR_BUTTON_SIZE;
	m_dButtonSizeY=DEFAULT_OBJECT_SELECTOR_BUTTON_SIZE;

	InitializeChildren();
}
Esempio n. 4
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HRESULT CScnAbout::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
{
	string strBuffer = "";
	InitializeChildren();

	ReadSkinData();
	SetFSDCredits();
	SetThanksCredits();

    return S_OK;
}
HRESULT CScnParentKaiSettings::OnInit(XUIMessageInit *pInitData, BOOL& bHandled)
{
	// First, let's initialize all of our xui controls
	InitializeChildren();

	currentSelection = 0;

	//Set Initial Title Text
	m_SettingTitle.SetText(m_SettingList.GetText(currentSelection));

	return S_OK;
}
Esempio n. 6
0
CIATestMainWindow::CIATestMainWindow(void)
{
	m_bPauseOnNextFrame=false;

	memset(m_pdModelMatrix,0,sizeof(m_pdModelMatrix));
	memset(m_pdProjectionMatrix,0,sizeof(m_pdProjectionMatrix));
	memset(m_pnViewport,0,sizeof(m_pnViewport));

	m_piCurrentScenario=NULL;
	m_bVisible=true;
	m_pSelectedEntity=NULL;
	m_dwNextAcceptedPauseKeyTime=0;

	InitializeChildren();
}
HRESULT CScnOptionsContentSettings::OnInit(XUIMessageInit *pInitData, BOOL& bHandled)
{
	// Create Locale Map
	GetLocaleMap(m_LocaleMap);
	
	// First, let's initialize all of our xui controls
	InitializeChildren();

	// After initialization, let's fill the controls with stored setting values
	ReadUserSettings();

	// Setup our Buffers and Variables for Keyboard UI
	m_kbBuffer = new WCHAR[512];
	m_dwKeyboardMode = KBMODE_NONE;


	return S_OK;
}
CEntityEditorClassSelector::CEntityEditorClassSelector(void)
{
	InitializeChildren();
}
CGameGUIFileDialog::CGameGUIFileDialog(void)
{
	m_bOverWriteWarn=true;
	m_bOpenMode=true;
	InitializeChildren();
}
CEntityEditorSoundPropertyPanel::CEntityEditorSoundPropertyPanel(void)
{
	InitializeChildren();
}
CEntityEditorEventPropertyPanel::CEntityEditorEventPropertyPanel(void)
{
	InitializeChildren();
}