void CFolderJoin::SetState(int nNewState)
{
	// Set the new state accordingly...

	switch (nNewState)
	{
		case FSS_GETSERVICES:
		{
            SetCurGameServerHandle(LTNULL);
			GetGameSpyClientMgr()->RefreshServers();
            m_bNeedServerSorting = LTTRUE;
            UpdateLists(LTTRUE);
			break;
		}

		case FSS_GETPINGS:
		{
            UpdateLists(LTTRUE);
			break;
		}

		case FSS_GETALLDATA:
		{
			break;
		}

		case FSS_IDLE:
		{
			break;
		}

		case FSS_GETSELPING:
		{
			break;
		}

		case FSS_DUMMYSTATUS:
		{
			break;
		}

		default:
		{
			return;
		}
	}

	// Set the new state value...

	m_timeStateStart = GetTickCount();
	m_nState         = nNewState;
}
Esempio n. 2
0
void CUITradeWnd::Update()
{
	EListType et					= eNone;

	if(m_pInv->ModifyFrame()==Device.dwFrame && m_pOthersInv->ModifyFrame()==Device.dwFrame){
		et = eBoth;
	}else if(m_pInv->ModifyFrame()==Device.dwFrame){
		et = e1st;
	}else if(m_pOthersInv->ModifyFrame()==Device.dwFrame){
		et = e2nd;
	}
	if(et!=eNone)
		UpdateLists					(et);

	inherited::Update				();
	UpdateCameraDirection			(smart_cast<CGameObject*>(m_pOthersInvOwner));

	if(m_uidata->UIDealMsg){
		m_uidata->UIDealMsg->Update();
		if( !m_uidata->UIDealMsg->IsActual()){
			HUD().GetUI()->UIGame()->RemoveCustomStatic("not_enough_money_mine");
			HUD().GetUI()->UIGame()->RemoveCustomStatic("not_enough_money_other");
			m_uidata->UIDealMsg			= NULL;
		}
	}
}
Esempio n. 3
0
void CUICarBodyWnd::InitCarBody(CInventoryOwner* pOur, CInventoryOwner* pOthers)
{

    m_pOurObject									= pOur;
	m_pOthersObject									= pOthers;
	m_pInventoryBox									= NULL;
	
	u16 our_id										= smart_cast<CGameObject*>(m_pOurObject)->ID();
	u16 other_id									= smart_cast<CGameObject*>(m_pOthersObject)->ID();

	m_pUICharacterInfoLeft->InitCharacter			(our_id);
	m_pUIOthersIcon->Show							(true);
	
	CBaseMonster *monster = NULL;
	if(m_pOthersObject) {
		monster										= smart_cast<CBaseMonster *>(m_pOthersObject);
		if (monster || m_pOthersObject->use_simplified_visual() ) 
		{
			m_pUICharacterInfoRight->ClearInfo		();
			if(monster)
			{
				shared_str monster_tex_name = pSettings->r_string(monster->cNameSect(),"icon");
				m_pUICharacterInfoRight->UIIcon().InitTexture(monster_tex_name.c_str());
				m_pUICharacterInfoRight->UIIcon().SetStretchTexture(true);
			}
		}else 
		{
			m_pUICharacterInfoRight->InitCharacter	(other_id);
		}
	}

	m_pUIPropertiesBox->Hide						();
	EnableAll										();
	UpdateLists										();

	if(!monster){
		CInfoPortionWrapper	*known_info_registry	= xr_new<CInfoPortionWrapper>();
		known_info_registry->registry().init		(other_id);
		KNOWN_INFO_VECTOR& known_info				= known_info_registry->registry().objects();

		KNOWN_INFO_VECTOR_IT it = known_info.begin();
		for(int i=0;it!=known_info.end();++it,++i){
			(*it).info_id;	
			NET_Packet		P;
			CGameObject::u_EventGen		(P,GE_INFO_TRANSFER, our_id);
			P.w_u16						(0);//not used
			P.w_stringZ					((*it).info_id);			//сообщение
			P.w_u8						(1);						//добавление сообщения
			CGameObject::u_EventSend	(P);
		}
		known_info.clear	();
		xr_delete			(known_info_registry);
	}
}  
Esempio n. 4
0
bool CCodeWindow::JumpToAddress(u32 address)
{
	// Jump to anywhere in memory
	if (address <= 0xFFFFFFFF)
	{
		codeview->Center(address);
		UpdateLists();

		return true;
	}

	return false;
}
Esempio n. 5
0
void CUICarBodyWnd::Update()
{
	if(	m_b_need_update||
		m_pOurObject->inventory().ModifyFrame()==Device.dwFrame || 
		(m_pOthersObject&&m_pOthersObject->inventory().ModifyFrame()==Device.dwFrame))

		UpdateLists		();

	
	if(m_pOthersObject && (smart_cast<CGameObject*>(m_pOurObject))->Position().distance_to((smart_cast<CGameObject*>(m_pOthersObject))->Position()) > 3.0f)
	{
		GetHolder()->StartStopMenu(this,true);
	}
	inherited::Update();
}
Esempio n. 6
0
void CUICarBodyWnd::InitCarBody(CInventoryOwner* pOur, CInventoryBox* pInvBox)
{
    m_pOurObject									= pOur;
	m_pOthersObject									= NULL;
	m_pInventoryBox									= pInvBox;
	m_pInventoryBox->m_in_use						= true;

	u16 our_id										= smart_cast<CGameObject*>(m_pOurObject)->ID();
	m_pUICharacterInfoLeft->InitCharacter			(our_id);
	m_pUIOthersIcon->Show							(false);
	m_pUICharacterInfoRight->ClearInfo				();
	m_pUIPropertiesBox->Hide						();
	EnableAll										();
	UpdateLists										();

}
Esempio n. 7
0
void CUITradeWnd::InitTrade(CInventoryOwner* pOur, CInventoryOwner* pOthers)
{
	VERIFY								(pOur);
	VERIFY								(pOthers);

	m_pInvOwner							= pOur;
	m_pOthersInvOwner					= pOthers;
	m_uidata->UIOthersPriceCaption.GetPhraseByIndex(0)->SetText(*CStringTable().translate("ui_st_opponent_items"));

	m_uidata->UICharacterInfoLeft.InitCharacter(m_pInvOwner->object_id());
	m_uidata->UICharacterInfoRight.InitCharacter(m_pOthersInvOwner->object_id());

	m_pInv								= &m_pInvOwner->inventory();
	m_pOthersInv						= pOur->GetTrade()->GetPartnerInventory();
		
	m_pTrade							= pOur->GetTrade();
	m_pOthersTrade						= pOur->GetTrade()->GetPartnerTrade();
    	
	EnableAll							();

	UpdateLists							(eBoth);
}  
Esempio n. 8
0
void CCodeWindow::OnCodeViewChange(wxCommandEvent &event)
{
	UpdateLists();
}
Esempio n. 9
0
void CCodeWindow::JumpToAddress(u32 _Address)
{
	codeview->Center(_Address);
	UpdateLists();
}
void CFolderJoin::Update(HSURFACE hDestSurf)
{

	// Let the GameSpy client manager update...

	GetGameSpyClientMgr()->Update();


	// Update based on our current state...

	switch (m_nState)
	{
		case FSS_IDLE:
		{
			UpdateIdle(hDestSurf);
			break;
		}

		case FSS_GETSERVICES:
		{
			UpdateGetServices(hDestSurf);
			break;
		}

		case FSS_GETPINGS:
		{
			UpdateGetPings(hDestSurf);
			break;
		}

		case FSS_GETALLDATA:
		{
			UpdateGetAllData(hDestSurf);
			break;
		}

		case FSS_GETSELPING:
		{
			UpdateGetSelPing(hDestSurf);
			break;
		}

		case FSS_DUMMYSTATUS:
		{
			UpdateDummyStatus(hDestSurf);
			break;
		}
	}


	// Update our sub menus...

	UpdateLists();


	// Check for required sorting...

	if (m_bNeedServerSorting)
	{
        m_bNeedServerSorting = LTFALSE;
		SortServers();
	}


	// Enable or disable the join control as necessary...

    m_pJoin->Enable((GetCurGameServerHandle() != LTNULL));
}
Esempio n. 11
0
void CTrucksDialog::OnBtnRefresh() 
{
	// TODO: Add your control notification handler code here
	UpdateLists();
}