void MSVGauge::updateSliderSize(double value_) { if (gaugeHeight()<=slider()->shadowThickness()||value_<=valueMin()||value_>=valueMax()) { drawSliderArea(); drawGauge(); } else updateGauge((int)(value_)); MSString buffer; valueWin()->updateValue(formatValue(buffer,value_)); }
void DetectingStage::updateGameplay(){ if (timeCount_ == 0){ bgm_.play(); timeCount_ = 1; } for (int i = 0; i < persons_.size(); i++){ if (persons_[i].unDetectFrame <= 180){ if (persons_[i].center.x < getWindowWidth() / 3) persons_[i].segtion = LEFT; else if (persons_[i].center.x > getWindowWidth() * 2 / 3) persons_[i].segtion = RIGHT; else persons_[i].segtion = CENTER; } } checkAction(); updateGauge(); /*timeRatio_ = (timePhub_*1.f) / ((timePhub_ + timeTalk_) * 1.f); if (currentRatio_ + 0.001f < timeRatio_) currentRatio_ += 0.001f; else if (currentRatio_ - 0.001f > timeRatio_) currentRatio_ -= 0.001f;*/ }