コード例 #1
0
ファイル: eyedet.cpp プロジェクト: yixiu00001/faceRecognition
static void DrawEyes(
    CImage&         img,         // io
    const vec_Rect& leyes,       // in
    const vec_Rect& reyes,       // in
    int             ileft_best,  // in
    int             iright_best, // in
    const Rect&     facerect,    // in
    EYAW            eyaw)        // in
{
    // rectangles showing search regions
    const int linewidth = facerect.width > 700? 3: facerect.width > 300? 2: 1;
    const Rect left_rect(EyeSearchRect(eyaw, facerect, false));
    const Rect right_rect(EyeSearchRect(eyaw, facerect, true));
    const Rect eye_inner_rect(EyeInnerRect(eyaw, facerect));
    DrawRect(img, facerect,       Dark(C_YELLOW),    linewidth);
    DrawRect(img, left_rect,      VeryDark(C_RED),   linewidth);
    DrawRect(img, right_rect,     VeryDark(C_GREEN), linewidth);
    DrawRect(img, eye_inner_rect, Dark(C_YELLOW),    linewidth);
    int i;
    for (i = 0; i < NSIZE(leyes); i++)
        DrawFeat(img,
                 i, leyes, C_RED, linewidth, i==ileft_best);
    for (i = 0; i < NSIZE(reyes); i++)
        DrawFeat(img,
                 i, reyes, C_RED /*C_GREEN*/, linewidth, i==iright_best);
}
コード例 #2
0
ファイル: predicates.c プロジェクト: nekosune/protomuck
bool
can_see(dbref player, dbref thing, bool can_see_loc)
{
    if (!OkObj(player) || !OkObj(thing))
        return 0;

    if (player == thing || Typeof(thing) == TYPE_EXIT
        || Typeof(thing) == TYPE_ROOM)
        return 0;

    if (Light(thing))
        return 1;

    if (can_see_loc) {
        switch (Typeof(thing)) {
            case TYPE_PROGRAM:
                return ((FLAGS(thing) & LINK_OK) || controls(player, thing)
                        || (POWERS(player) & POW_SEE_ALL));
            case TYPE_PLAYER:
                if (tp_dark_sleepers) {
                    return (!Dark(thing) || online(thing)
                            || (POWERS(player) & POW_SEE_ALL));
                }
            default:
                return (!Dark(thing) || (POWERS(player) & POW_SEE_ALL) ||
                        (controls(player, thing) && !(FLAGS(player) & STICKY)));

        }
    } else {
        /* can't see loc */
        return (controls(player, thing) && !(FLAGS(player) & STICKY));
    }
}
コード例 #3
0
ファイル: look.c プロジェクト: ccubed/MuDocker
/* Show the 'Obvious Exits' list for a room. Used in 'look' and 'examine'.
 * \param player The player looking
 * \param loc room whose exits we're showing
 * \param exit_name "Obvious Exits" string
 * \param pe_info the pe_info to use for evaluating EXITFORMAT and interact locks
 */
static void
look_exits(dbref player, dbref loc, const char *exit_name, NEW_PE_INFO *pe_info)
{
  dbref thing;
  char *tbuf1, *tbuf2, *nbuf;
  char *s1, *s2;
  char *p;
  int exit_count, this_exit, total_count;
  int texits;
  ufun_attrib ufun;
  PUEBLOBUFF;

  /* make sure location is a room */
  if (!IsRoom(loc))
    return;

  tbuf1 = (char *) mush_malloc(BUFFER_LEN, "string");
  tbuf2 = (char *) mush_malloc(BUFFER_LEN, "string");
  nbuf = (char *) mush_malloc(BUFFER_LEN, "string");
  if (!tbuf1 || !tbuf2 || !nbuf)
    mush_panic("Unable to allocate memory in look_exits");
  s1 = tbuf1;
  s2 = tbuf2;
  texits = exit_count = total_count = 0;
  this_exit = 1;

  if (fetch_ufun_attrib
      ("EXITFORMAT", loc, &ufun, UFUN_IGNORE_PERMS | UFUN_REQUIRE_ATTR)) {
    char *arg, *buff, *bp;
    PE_REGS *pe_regs = pe_regs_create(PE_REGS_ARG, "look_exits");

    arg = (char *) mush_malloc(BUFFER_LEN, "string");
    buff = (char *) mush_malloc(BUFFER_LEN, "string");
    if (!arg || !buff)
      mush_panic("Unable to allocate memory in look_exits");

    bp = arg;
    DOLIST(thing, Exits(loc)) {
      if (((Light(loc) || Light(thing)) || !(Dark(loc) || Dark(thing)))
          && can_interact(thing, player, INTERACT_SEE, pe_info)) {
        if (bp != arg)
          safe_chr(' ', arg, &bp);
        safe_dbref(thing, arg, &bp);
      }
    }
    *bp = '\0';
    pe_regs_setenv_nocopy(pe_regs, 0, arg);

    call_ufun(&ufun, buff, player, player, pe_info, pe_regs);

    pe_regs_free(pe_regs);
    notify_by(loc, player, buff);
    mush_free(tbuf1, "string");
    mush_free(tbuf2, "string");
    mush_free(nbuf, "string");
    mush_free(arg, "string");
    mush_free(buff, "string");
    return;
  }
コード例 #4
0
ファイル: move.c プロジェクト: chazu/btmux
/*
 * ---------------------------------------------------------------------------
 * * process_enter_loc: Generate messages and actions resulting from entering
 * * a place.
 */
static void process_enter_loc(dbref thing, dbref src, dbref cause,
							  int canhear, int hush)
{
	dbref loc;
	int quiet, pattr, oattr, aattr;

	loc = Location(thing);
	if((loc == NOTHING) || (loc == src))
		return;

	/*
	 * Run the ENTER attributes in the current room if we meet any of * * 
	 * 
	 * *  * * following criteria: * - The current room has wizard privs.
	 * * - * * * Neither the current room nor the moving object are dark. 
	 * * - The * *  * moving object can hear and does not hav wizard
	 * privs. * EXCEPT  * if * * we were called with the HUSH_ENTER key. 
	 */

	quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
															   !(Wizard(thing)
																 &&
																 Dark
																 (thing)))))
		|| (hush & HUSH_ENTER);
	oattr = quiet ? 0 : A_OENTER;
	aattr = quiet ? 0 : A_AENTER;
	pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_ENTER;
	did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);

	/*
	 * Do OXLEAVE for sending room 
	 */

	if((src != NOTHING) && !quiet)
		did_it(thing, src, 0, NULL, A_OXLEAVE, NULL, 0, (char **) NULL, 0);

	/*
	 * Display the 'has arrived' message if we meet all of the following
	 * * * * * criteria: * - The moving object can hear. * - The object
	 * is * * not * a dark wizard. 
	 */

	if(!quiet && canhear && !(Dark(thing) && Wizard(thing))) {
		notify_except2(loc, thing, thing, cause, tprintf("%s has arrived.",
														 Name(thing)));
	}
}
コード例 #5
0
/** Return the first object near another object that is visible to a player.
 *
 * BEWARE:
 *
 * first_visible() does not behave as intended. It _should_ return the first
 * object in `thing' that is !DARK. However, because of the controls() check
 * the function will return a DARK object if the player owns it.
 *
 * The behavior is left as is because so many functions in fundb.c rely on
 * the incorrect behavior to return expected values. The lv*() functions
 * also make rewriting this fairly pointless.
 *
 * \param player the looker.
 * \param thing an object in the location to be inspected.
 * \return dbref of first visible object or NOTHING.
 */
dbref
first_visible(dbref player, dbref thing)
{
  int lck = 0;
  int ldark;
  dbref loc;

  if (!GoodObject(thing) || IsRoom(thing))
    return NOTHING;
  loc = IsExit(thing) ? Source(thing) : Location(thing);
  if (!GoodObject(loc))
    return NOTHING;
  ldark = IsPlayer(loc) ? Opaque(loc) : Dark(loc);

  while (GoodObject(thing)) {
    if (can_interact(thing, player, INTERACT_SEE, NULL)) {
      if (DarkLegal(thing) || (ldark && !Light(thing))) {
        if (!lck) {
          if (See_All(player) || (loc == player) || controls(player, loc))
            return thing;
          lck = 1;
        }
        if (controls(player, thing))    /* this is what causes DARK objects to show */
          return thing;
      } else {
        return thing;
      }
    }
    thing = Next(thing);
  }
  return thing;
}
コード例 #6
0
ファイル: AColor.cpp プロジェクト: Avi2011class/audacity
void AColor::TrackPanelBackground(wxDC * dc, bool selected)
{
#ifdef EXPERIMENTAL_THEMING
   UseThemeColour( dc, selected ? clrDarkSelected : clrDark);
#else
   Dark( dc, selected );
#endif
}
コード例 #7
0
ファイル: match.cpp プロジェクト: sanjayui/tinymux
static bool match_exit_internal(dbref loc, dbref baseloc, int local)
{
    if (  !Good_obj(loc)
       || !Has_exits(loc))
    {
        return true;
    }

    dbref exit;
    bool result = false;
    int key;

    DOLIST(exit, Exits(loc))
    {
        if (exit == md.absolute_form)
        {
            key = 0;
            if (Examinable(md.player, loc))
            {
                key |= VE_LOC_XAM;
            }
            if (Dark(loc))
            {
                key |= VE_LOC_DARK;
            }
            if (Dark(baseloc))
            {
                key |= VE_BASE_DARK;
            }
            if (exit_visible(exit, md.player, key))
            {
                promote_match(exit, CON_DBREF | local);
                return true;
            }
        }
        if (matches_exit_from_list(md.string, PureName(exit)))
        {
            promote_match(exit, CON_COMPLETE | local);
            result = true;
        }
    }
    return result;
}
コード例 #8
0
ファイル: predicates.c プロジェクト: nekosune/protomuck
bool
can_doit(int descr, dbref player, dbref thing,
         const char *default_fail_msg)
{
    dbref loc;

    if ((loc = getloc(player)) == NOTHING)
        return 0;

    if (OkObj(thing)) {
        dbref dest = Typeof(thing) == TYPE_EXIT ? (DBFETCH(thing)->sp.exit.ndest ? DBFETCH(thing)->sp.exit.dest[0] : NOTHING) : NOTHING;

        if (((FLAG2(player) & F2IMMOBILE) && !(FLAG2(thing) & F2IMMOBILE)) &&
            (!OkObj(dest) || Typeof(dest) != TYPE_PROGRAM)
            ) {
            envpropqueue(descr, player, OkObj(player) ? getloc(player) : -1,
                         thing, thing, NOTHING, "@immobile", "Immobile", 1, 1);
            return 0;
        }
    }
    if (!TMage(OWNER(player)) && Typeof(player) == TYPE_THING &&
        (FLAGS(thing) & ZOMBIE)) {
        notify(player, "Sorry, but zombies can't do that.");
        return 0;
    }
    if (!could_doit(descr, player, thing)) {
        /* can't do it */
        if (GETFAIL(thing)) {
            exec_or_notify(descr, player, thing, GETFAIL(thing), "(@Fail)");
        } else if (default_fail_msg) {
            notify(player, default_fail_msg);
        }
        if (GETOFAIL(thing) && !Dark(player)) {
            parse_omessage(descr, player, loc, thing, GETOFAIL(thing),
                           PNAME(player), "(@Ofail)");
        }
        return 0;
    } else {
        /* can do it */
/* I moved these to the 'trigger()' function. -Akari */
/*	if (GETSUCC(thing)) {
	    exec_or_notify(descr, player, thing, GETSUCC(thing), "(@Succ)");
	}
	if (GETOSUCC(thing) && !Dark(player)) {
	    parse_omessage(descr, player, loc, thing, GETOSUCC(thing),
			    NAME(player), "(@Osucc)");
	}
 */
        return 1;
    }
}
コード例 #9
0
ファイル: predicates.c プロジェクト: giveamouse/fbmuck
int
can_doit(int descr, dbref player, dbref thing, const char *default_fail_msg)
{
	dbref loc;

	if ((loc = getloc(player)) == NOTHING)
		return 0;

	if (!Wizard(OWNER(player)) && Typeof(player) == TYPE_THING &&
			(FLAGS(thing) & ZOMBIE)) {
		notify(player, "Sorry, but zombies can't do that.");
		return 0;
	}
	if (!could_doit(descr, player, thing)) {
		/* can't do it */
		if (GETFAIL(thing)) {
			exec_or_notify_prop(descr, player, thing, MESGPROP_FAIL, "(@Fail)");
		} else if (default_fail_msg) {
			notify(player, default_fail_msg);
		}
		if (GETOFAIL(thing) && !Dark(player)) {
			parse_oprop(descr, player, loc, thing, MESGPROP_OFAIL,
						   NAME(player), "(@Ofail)");
		}
		return 0;
	} else {
		/* can do it */
		if (GETSUCC(thing)) {
			exec_or_notify_prop(descr, player, thing, MESGPROP_SUCC, "(@Succ)");
		}
		if (GETOSUCC(thing) && !Dark(player)) {
			parse_oprop(descr, player, loc, thing, MESGPROP_OSUCC,
						   NAME(player), "(@Osucc)");
		}
		return 1;
	}
}
コード例 #10
0
ファイル: eyedet.cpp プロジェクト: yixiu00001/faceRecognition
static void DrawMouths(
    CImage&         img,         // io
    const vec_Rect& mouths,      // in
    int             ibest,       // in
    const Rect&     facerect,    // in
    EYAW            eyaw,        // in
    int             ileft_best,  // in: index of best left eye, -1 if none
    int             iright_best, // in: index of best right eye, -1 if none
    const vec_Rect& leyes,       // in: left eyes found by eye detector
    const vec_Rect& reyes)       // in: right eyes found by eye detector
{
    const int linewidth = facerect.width > 700? 3: facerect.width > 300? 2: 1;
    const Rect mouth_searchrect(
        MouthSearchRect(facerect, eyaw, ileft_best, iright_best, leyes, reyes));
    const Rect inner_rect(
        MouthInnerRect(facerect, eyaw, ileft_best, iright_best, leyes, reyes));
    DrawRect(img, facerect,         Dark(C_YELLOW),     3 * linewidth);
    DrawRect(img, mouth_searchrect, VeryDark(C_YELLOW), linewidth);
    DrawRect(img, inner_rect,       Dark(C_YELLOW),     linewidth);
    int i;
    for (i = 0; i < NSIZE(mouths); i++)
        DrawFeat(img,
                 i, mouths, C_RED, linewidth, i==ibest);
}
コード例 #11
0
ファイル: move.c プロジェクト: chazu/btmux
static void process_leave_loc(dbref thing, dbref dest, dbref cause,
							  int canhear, int hush)
{
	dbref loc;
	int quiet, pattr, oattr, aattr;

	loc = Location(thing);
	if((loc == NOTHING) || (loc == dest))
		return;

	if(dest == HOME)
		dest = Home(thing);

	/*
	 * Run the LEAVE attributes in the current room if we meet any of * * 
	 * 
	 * *  * * following criteria: * - The current room has wizard privs.
	 * * - * * * Neither the current room nor the moving object are dark. 
	 * * - The * *  * moving object can hear and does not hav wizard
	 * privs. * EXCEPT  * if * * we were called with the HUSH_LEAVE key. 
	 */

	quiet = (!(Wizard(loc) || (!Dark(thing) && !Dark(loc)) || (canhear &&
															   !(Wizard(thing)
																 &&
																 Dark
																 (thing)))))
		|| (hush & HUSH_LEAVE);
	oattr = quiet ? 0 : A_OLEAVE;
	aattr = quiet ? 0 : A_ALEAVE;
	pattr = (!mudconf.terse_movemsg && Terse(thing)) ? 0 : A_LEAVE;
	did_it(thing, loc, pattr, NULL, oattr, NULL, aattr, (char **) NULL, 0);

	/*
	 * Do OXENTER for receiving room 
	 */

	if((dest != NOTHING) && !quiet)
		did_it(thing, dest, 0, NULL, A_OXENTER, NULL, 0, (char **) NULL, 0);

	/*
	 * Display the 'has left' message if we meet any of the following * * 
	 * 
	 * *  * * criteria: * - Neither the current room nor the moving
	 * object are  * *  * dark. * - The object can hear and is not a dark 
	 * wizard. 
	 */

	if(!quiet)
		if((!Dark(thing) && !Dark(loc)) || (canhear && !(Wizard(thing) &&
														 Dark(thing)))) {
			notify_except2(loc, thing, thing, cause,
						   tprintf("%s has left.", Name(thing)));
		}
}
コード例 #12
0
ファイル: eyedet.cpp プロジェクト: yixiu00001/faceRecognition
static void DrawFeat(          // draw eye (or mouth) at index i in the eyes vec
    CImage&         img,       // io
    int             i,         // in
    const vec_Rect& eyes,      // in
    unsigned        col,       // in
    int             linewidth, // in
    bool            best)      // in: true if this is the best eye
{
    double x, y; RectToImgFrame(x, y, eyes[i]);
    Rect rect;
    rect.x = cvRound(x - eyes[i].width / 2);
    rect.y = cvRound(y - eyes[i].height / 2);
    rect.width  = eyes[i].width;
    rect.height = eyes[i].height;
    if (!best)
        col = Dark(col);
    DrawRect(img, rect, col, linewidth);
    cv::circle(img, cv::Point(cvRound(x), cvRound(y)),
               (best? 2: 1) * linewidth, ToCvColor(col), linewidth);
}
コード例 #13
0
ファイル: GuiTabWnd.cpp プロジェクト: darwinbeing/trade
void CGuiTabWnd::Drawtabs(CDC* dc)
{
	CPen light(PS_SOLID,1,GetSysColor(COLOR_BTNHIGHLIGHT));
	CPen Dark(PS_SOLID,1,GetSysColor(COLOR_BTNSHADOW));
	CPen Black(PS_SOLID,1,GetSysColor(BLACK_PEN));	
	CRect rectText;
	CFont* m_fontOld=dc->SelectObject(&m_cfont);
	for (int iCont=0; iCont< m_Numtabs;iCont++)
	{
		CGuiTab* ct=(CGuiTab*) m_pArray[iCont];
		CPen* oldPen= dc->SelectObject(&light);
		//si es la carpeta seleccionada, se debe 
		//eliminar las lineas oscuras de encima
		if (iCont ==m_iSelectTab)
		{
			CBrush cbr;
			CRect  m_rectTabAux=ct->rect;
			m_rectTabAux.DeflateRect(1,1);
			m_rectTabAux.top-=4;	
			m_rectTabAux.bottom=m_rectTabAux.top+4;
			cbr.CreateSysColorBrush(COLOR_BTNFACE);
			
			dc->FillRect(ct->rect,&cbr);
			dc->MoveTo(ct->rect.left,ct->rect.top-3);
			dc->LineTo(ct->rect.left,ct->rect.bottom-1);
			dc->FillRect(m_rectTabAux,&cbr);

			dc->SelectStockObject(BLACK_PEN);
			dc->MoveTo(ct->rect.left,ct->rect.bottom-1);
			dc->LineTo(ct->rect.right,ct->rect.bottom-1);
			
			//linea derecha observe que se pinta dos veces para
			//dar el efecto de redondeada en la puntas

			dc->SelectStockObject(BLACK_PEN);
			dc->MoveTo(ct->rect.right-1,ct->rect.top-1);
			dc->LineTo(ct->rect.right-1,ct->rect.bottom-1);

		}
		else
		{
			if ((iCont+1) != m_iSelectTab)
			{
				dc->SelectObject(&Dark);
				dc->MoveTo(ct->rect.right-1,ct->rect.top+2);
				dc->LineTo(ct->rect.right-1,ct->rect.bottom-2);
			}
				
			
		}
		//se dibuja el icono
		int nMode = dc->SetBkMode(TRANSPARENT);
		CSize m_sChar=dc->GetTextExtent(ct->lpMsg,strlen(ct->lpMsg));
		if (m_sizeImag.cx+m_sChar.cx < ct->rect.Width()-8)  
		{
			Image.Draw(dc,ct->uIcon,CPoint(ct->rect.left+2,ct->rect.top+2),ILD_TRANSPARENT);
			rectText=ct->rect;
			rectText.left+=m_sizeImag.cx+8;
			rectText.right-=2;
			dc->DrawText(ct->lpMsg,rectText,DT_SINGLELINE|DT_LEFT|DT_VCENTER);
			CToolTip.SetToolRect(this,iCont+1,CRect(0,0,0,0));
		}
		else
		{
			//verificamos si se puede poner algun texto o
			//por lo memos el icono
			if (m_sizeImag.cx < ct->rect.Width())
			{
				Image.Draw(dc,ct->uIcon,CPoint(ct->rect.left+2,ct->rect.top+2),ILD_TRANSPARENT);
				rectText=ct->rect;
				rectText.left+=m_sizeImag.cx+8;
				rectText.right-=5;
				CString m_cadBreak=ct->lpMsg;
				int c=0;
				int cont=m_cadBreak.GetLength();
				while(cont > 1 )
				{
					CString m_scadtemp=m_cadBreak+"...";
					CSize coor=dc->GetTextExtent(m_scadtemp,m_scadtemp.GetLength());
					if(coor.cx > rectText.Width())
						m_cadBreak=m_cadBreak.Left(m_cadBreak.GetLength()-1);
					else
						break;
					cont--;

				}
				m_cadBreak+=_T("...");
				rectText.right+=3;
				dc->DrawText(m_cadBreak,rectText,DT_SINGLELINE|DT_LEFT|DT_VCENTER);
				CToolTip.SetToolRect(this,iCont+1,&ct->rect);
			}
			
		}
		dc->SetBkMode(nMode);
		
		// Modified By SunZhenyu
		dc->SelectObject(oldPen);
	}	
	
	dc->SelectObject(m_fontOld);
}
コード例 #14
0
ファイル: warnings.c プロジェクト: nveid/cobramush
static void
ct_exit(dbref player, dbref i, warn_type flags)
{
    dbref j, src, dst;
    int count = 0;
    int lt;

    /* i must be an exit, must be in a valid room, and must lead to a
     * different room
     * Remember, for exit i, Exits(i) = source room
     * and Location(i) = destination room
     */

    dst = Destination(i);
    if ((flags & W_EXIT_UNLINKED) && (dst == NOTHING))
        complain(player, i, "exit-unlinked",
                 T("exit is unlinked; anyone can steal it"));

    if ((flags & W_EXIT_UNLINKED) && dst == AMBIGUOUS) {
        ATTR *a;
        const char *var = "DESTINATION";
        a = atr_get(i, "DESTINATION");
        if (!a)
            a = atr_get(i, "EXITTO");
        if (a)
            var = "EXITTO";
        if (!a)
            complain(player, i, "exit-unlinked",
                     T("Variable exit has no %s attribute"), var);
        else {
            const char *x = atr_value(a);
            if (!x || !*x)
                complain(player, i, "exit-unlinked",
                         T("Variable exit has empty %s attribute"), var);
        }
    }

    if (!Dark(i)) {
        if (flags & W_EXIT_MSGS) {
            lt = warning_lock_type(getlock(i, Basic_Lock));
            if ((lt & W_UNLOCKED) &&
                    (!atr_get(i, "OSUCCESS") || !atr_get(i, "ODROP") ||
                     !atr_get(i, "SUCCESS")))
                complain(player, i, "exit-msgs",
                         T("possibly unlocked exit missing succ/osucc/odrop"));
            if ((lt & W_LOCKED) && !atr_get(i, "FAILURE"))
                complain(player, i, "exit-msgs",
                         T("possibly locked exit missing fail"));
        }
        if (flags & W_EXIT_DESC) {
            if (!atr_get(i, "DESCRIBE"))
                complain(player, i, "exit-desc", T("exit is missing description"));
        }
    }
    src = Source(i);
    if (!GoodObject(src) || !IsRoom(src))
        return;
    if (src == dst)
        return;
    /* Don't complain about exits linked to HOME or variable exits. */
    if (!GoodObject(dst))
        return;

    for (j = Exits(dst); GoodObject(j); j = Next(j))
        if (Location(j) == src) {
            if (!(flags & W_EXIT_MULTIPLE))
                return;
            else
                count++;
        }
    if ((count == 0) && (flags & W_EXIT_ONEWAY))
        complain(player, i, "exit-oneway", T("exit has no return exit"));
    else if ((count > 1) && (flags & W_EXIT_MULTIPLE))
        complain(player, i, "exit-multiple",
                 T("exit has multiple (%d) return exits"), count);
}
コード例 #15
0
void CGuiMiniFrame::OnNcPaint()
{

	
	CGuiControlBar* pBar=(CGuiControlBar* )GetChildWnd();
	if (!pBar) return;
	if (IsGuiControlBar==TRUE && !pBar->IsAutoHide())
	{
		CMiniDockFrameWnd::OnNcPaint();
		return; 
	}
	//if (!pBar->GetComplete()) return;
	CRect rcWindow;
	CRect rcClient;
	CWindowDC	dc(this);
	CDC			m_dc;		//contexto de dispositivo en memoria
	CBitmap		m_bitmap;
	CPen Dark(PS_SOLID,1,GuiDrawLayer::GetRGBColorShadow(GuiDrawLayer::m_Style));
	//la idea es tomar el area de la ventana y area  cliente , luego debemos
	//igualar el area de coordenadas de ventana al cliente
	GetWindowRect(&rcWindow);
	GetClientRect(&rcClient);
	int nSize=rcClient.right;
	ScreenToClient(rcWindow);
    rcClient.OffsetRect(-rcWindow.TopLeft());
    rcWindow.OffsetRect(-rcWindow.TopLeft());
 	
	m_dc.CreateCompatibleDC(&dc);
	m_bitmap.CreateCompatibleBitmap(&dc,rcWindow.Width(),rcWindow.Height());
	CBitmap *m_OldBitmap=m_dc.SelectObject(&m_bitmap);
	//aqui debe utilizarse la brocha que define GuiDrawLayer, si no hacemos la siguiente
	//linea usted vera un horrible color negro, a cambio del dibujo.
	CBrush cb;
	COLORREF clrBrush;
	if(IsGuiControlBar!=TRUE )
		clrBrush= GuiDrawLayer::GetRGBColorShadow(GuiDrawLayer::m_Style);
	else
		clrBrush=GuiDrawLayer::GetRGBColorFace(GuiDrawLayer::m_Style);
	cb.CreateSolidBrush(clrBrush);
	m_dc.FillRect(rcWindow, &cb);
	if (IsGuiControlBar==TRUE && pBar->IsAutoHide())
	{
		CRect m_rc=rcWindow;
		if (pBar->GetLastDocking() == CBRS_ALIGN_LEFT)
		{
			
			m_rc.left=m_rc.right-1;
			m_rc.top+=3;
			cb.DeleteObject();
			cb.CreateSolidBrush(RGB(0,0,0));
		}

		if (pBar->GetLastDocking() == CBRS_ALIGN_RIGHT)
		{
			m_rc.right=m_rc.left+1;
			m_rc.top+=2;
			cb.DeleteObject();
			cb.CreateSolidBrush(GuiDrawLayer::GetRGBColorBTNHigh());
		}

		if (pBar->GetLastDocking() == CBRS_ALIGN_TOP)
		{
			m_rc.top=m_rc.bottom-1;
			cb.DeleteObject();
			cb.CreateSolidBrush(RGB(0,0,0));
		}

		m_dc.FillRect(m_rc, &cb);
	}
	CRect rcCaption=rcClient;
	rcCaption.InflateRect(1,1);
	if(IsGuiControlBar!=TRUE )
		dc.Draw3dRect(rcCaption,GuiDrawLayer::GetRGBColorBTNHigh(),GuiDrawLayer::GetRGBColorBTNHigh());
	
	DrawGripper(&m_dc,&rcClient);
	dc.IntersectClipRect(rcWindow);
    dc.ExcludeClipRect(rcClient);//asi evitamos el parpadeo

	
	//rcWindow.InflateRect(1,1);
	dc.BitBlt(rcWindow.left,rcWindow.top,rcWindow.Width(),rcWindow.Height(),&m_dc,0,0,SRCCOPY);
	ReleaseDC(&dc);
	m_dc.SelectObject(m_OldBitmap);
	m_bitmap.DeleteObject();
	m_dc.DeleteDC();
//	SetTimer(1,200,NULL);
	
	// TODO: Add your message handler code here
	// Do not call CMiniDockFrameWnd::OnNcPaint() for painting messages
}
コード例 #16
0
ファイル: speech.c プロジェクト: kymoon/pennmush
/** The whisper command.
 * \param player the enactor.
 * \param arg1 name of the object to whisper to.
 * \param arg2 message to whisper.
 * \param noisy if 1, others overhear that a whisper has occurred.
 * \param pe_info the pe_info for evaluating interact locks
 */
void
do_whisper(dbref player, const char *arg1, const char *arg2, int noisy,
           NEW_PE_INFO *pe_info)
{
  dbref who;
  int key;
  const char *gap;
  char *tbuf, *tp;
  char *p;
  dbref good[100];
  int gcount = 0;
  const char *head;
  int overheard;
  char *current;
  const char **start;
  char sname[BUFFER_LEN];

  if (!arg1 || !*arg1) {
    notify(player, T("Whisper to whom?"));
    return;
  }
  if (!arg2 || !*arg2) {
    notify(player, T("Whisper what?"));
    return;
  }
  tp = tbuf = (char *) mush_malloc(BUFFER_LEN, "string");
  if (!tbuf)
    mush_panic("Unable to allocate memory in do_whisper");

  overheard = 0;
  head = arg1;
  start = &head;
  /* Figure out what kind of message */
  gap = " ";
  switch (*arg2) {
  case SEMI_POSE_TOKEN:
    gap = "";
  case POSE_TOKEN:
    key = 1;
    arg2++;
    break;
  default:
    key = 2;
    break;
  }

  *tp = '\0';
  /* Make up a list of good and bad names */
  while (head && *head) {
    current = next_in_list(start);
    who = match_result(player, current, TYPE_PLAYER, MAT_NEAR_THINGS |
                       MAT_CONTAINER);
    if (!GoodObject(who) || !can_interact(player, who, INTERACT_HEAR, pe_info)) {
      safe_chr(' ', tbuf, &tp);
      safe_str_space(current, tbuf, &tp);
      if (GoodObject(who))
        notify_format(player, T("%s can't hear you."),
                      AName(who, AN_SYS, NULL));
    } else {
      /* A good whisper */
      good[gcount++] = who;
      if (gcount >= 100) {
        notify(player, T("Too many people to whisper to."));
        break;
      }
    }
  }

  *tp = '\0';
  if (*tbuf)
    notify_format(player, T("Unable to whisper to:%s"), tbuf);

  if (!gcount) {
    mush_free(tbuf, "string");
    return;
  }

  /* Drunk wizards... */
  if (Dark(player))
    noisy = 0;

  /* Set up list of good names */
  tp = tbuf;
  safe_str(T(" to "), tbuf, &tp);
  for (who = 0; who < gcount; who++) {
    if (noisy && (get_random32(0, 100) < (uint32_t) WHISPER_LOUDNESS))
      overheard = 1;
    safe_itemizer(who + 1, (who == gcount - 1), ",", T("and"), " ", tbuf, &tp);
    safe_str(AName(good[who], AN_SAY, NULL), tbuf, &tp);
  }
  *tp = '\0';

  if (key == 1) {
    notify_format(player, (gcount > 1) ? T("%s sense: %s%s%s") :
                  T("%s senses: %s%s%s"), tbuf + 4, AName(player, AN_SAY, NULL),
                  gap, arg2);
    p = tprintf("You sense: %s%s%s", AName(player, AN_SAY, NULL), gap, arg2);
  } else {
    notify_format(player, T("You whisper, \"%s\"%s."), arg2, tbuf);
    p = tprintf(T("%s whispers%s: %s"), AName(player, AN_SAY, NULL),
                gcount > 1 ? tbuf : "", arg2);
  }

  strcpy(sname, AName(player, AN_SAY, NULL));
  for (who = 0; who < gcount; who++) {
    notify_must_puppet(good[who], p);
    if (Location(good[who]) != Location(player))
      overheard = 0;
  }
  if (overheard) {
    dbref first = Contents(Location(player));
    if (!GoodObject(first))
      return;
    p = tprintf(T("%s whispers%s."), sname, tbuf);
    DOLIST(first, first) {
      overheard = 1;
      for (who = 0; who < gcount; who++) {
        if ((first == player) || (first == good[who])) {
          overheard = 0;
          break;
        }
      }
      if (overheard)
        notify_noecho(first, p);
    }
  }