Esempio n. 1
0
void UXViewport::Iconify()
{
	guard(UXViewport::Iconify);

	if (Iconified)
		return;
		
	Iconified = true;

	// Pause the game if applicable.
	if( GIsRunning )
		Exec( TEXT("SETPAUSE 1"), *this );

	// Release the mouse.
	SetMouseCapture( 0, 0, 0 );
	SetDrag( 0 );

	// Reset the input buffer.
	Input->ResetInput();

	// End fullscreen.
	if( BlitFlags & BLIT_Fullscreen )
		EndFullscreen();
	GetOuterUClient()->MakeCurrent( NULL );

	// Turn auto repeat back on.
	XAutoRepeatOn( XDisplay );

	// Iconify the window.
	XIconifyWindow( XDisplay, XWindow, DefaultScreen(XDisplay) );	
	unguard;
}
Esempio n. 2
0
    void CShadowUI::SetAttribute(LPCTSTR pstrName, LPCTSTR pstrValue)
    {
        if (lstrcmpi(pstrName, _T("offset")) == 0) 
        {
            POINT pt = { 0 };
            LPTSTR pstr = NULL;

            pt.x = _tcstol(pstrValue, &pstr, 10);  ASSERT(pstr);    
            pt.y = _tcstol(pstr + 1, &pstr, 10);   ASSERT(pstr);    
            
            SetOffset(pt);
        }
        else if (lstrcmpi(pstrName, _T("drag")) == 0)
        {
            SetDrag(lstrcmpi(pstrValue, _T("true")) == 0);
        }
        else if (lstrcmpi(pstrName, _T("traversal")) == 0)
        {
            SetTraversal(lstrcmpi(pstrValue, _T("true")) == 0);
        }
        else if (lstrcmpi(pstrName, _T("activeimage")) == 0) 
        {
            SetActiveImage(pstrValue);
        }
        else if (lstrcmpi(pstrName, _T("deactiveimage")) == 0) 
        {
            SetDeactiveImage(pstrValue);
        }
        else
        {
            CControlUI::SetAttribute(pstrName, pstrValue);
        }
    }