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(); }
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; }
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(); }