static inline int state( CFDictionaryRef d ) { CFStringRef s = (CFStringRef) CFDictionaryGetValue( d, CFSTR( "Player State" ) ); #define RETURN_IF_EQUAL( a, b ) \ if (CFStringCompare( a, CFSTR( #b ), 0 ) == kCFCompareEqualTo ) \ return b // in order of frequency RETURN_IF_EQUAL( s, Playing ); RETURN_IF_EQUAL( s, Paused ); RETURN_IF_EQUAL( s, Stopped ); return Unknown; }
void ILayoutable::EnableCollapsed(bool val) { RETURN_IF_EQUAL(mIsCollapsed, val); mIsCollapsed = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::CollapseChanged); }
void ILayoutable::SetDirection(Direction val) { RETURN_IF_EQUAL(mDirection, val); mDirection = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::ArrangeChanged); }
void ApplicationStatics::ShowPerformance(bool val /*= true*/) { RETURN_IF_EQUAL(mDebugInfoFlag.IsPerformance(), val); mDebugInfoFlag.SetOrRemoveIf(ApplicationDebugInfoFlags::Performance, val); mUpdateWatch.Enable(val); UpdateLabels(); }
void IButton::SetButtonState(ButtonState val) { RETURN_IF_EQUAL(mButtonState, val); mButtonState = val; OnButtonStateChanged(); }
void NodeButton::SetDisabledSelectedNode(INode* val, bool updateSize /*= false*/) { RETURN_IF_EQUAL(mDisabledSelectedNode, val); DeleteChild(mDisabledSelectedNode); mDisabledSelectedNode = val; if (mDisabledSelectedNode!=nullptr) { InitNode(mDisabledSelectedNode); mDisabledSelectedNode->SetName(MEDUSA_PREFIX(DisabledSelected)); AddChild(mDisabledSelectedNode); mDisabledSelectedNode->SetVisible(false); } if (mButtonState == ButtonState::DisabledSelected) { OnUpdateNode(); if (updateSize&&mDisabledSelectedNode!=nullptr) { SetSize(mDisabledSelectedNode->Size()); } } }
void ILayoutable::SetMargin(const ThicknessF& val) { RETURN_IF_EQUAL(mMargin, val); mMargin = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::ArrangeChanged); }
void BoneMoveable::SetFlipX(bool val) { RETURN_IF_EQUAL(IsFlipX(), val); mFlip.SetOrRemoveIf(FlipMask::X, val); OnMoveableDirty(MoveableChangedFlags::FlipChanged); }
void BoneMoveable::SetFlipX(bool val) { RETURN_IF_EQUAL(IsFlipX(), val); MEDUSA_FLAG_ENABLE(mFlip, FlipMask::X, val); OnMoveableDirty(MoveableChangedFlags::FlipChanged); }
void ConnectSocketChannel::Connect() { RETURN_IF_EQUAL(mState, ConnectionState::Connected); mState = ConnectionState::Connecting; mLoop->AssertInLoopThread(); mSocket.CreateSocket(); mSocket.EnableAsync(true); mSocket.EnableTcpNoDelay(true); ChannelEventResult connectResult = mSocket.Connect(); //connect timeout switch (connectResult) { case ChannelEventResult::Success: mState = ConnectionState::Connected; return; case ChannelEventResult::InProgress: mState = ConnectionState::Connecting; BeginWrite(); SubmitToLoop(); break; case ChannelEventResult::Retry: Retry(); break; case ChannelEventResult::Fault: default: OnError(); break; } }
void ILayoutable::SetRelativePosition(const Point2F& val) { RETURN_IF_EQUAL(mRelativePosition, val); mRelativePosition = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::PositionChanged); }
void ApplicationStatics::EnableDebugInfo(ApplicationDebugInfoFlags val) { RETURN_IF_EQUAL(mDebugInfoFlag, val); mDebugInfoFlag = val; mUpdateWatch.Enable(IsShowPerformance()); UpdateLabels(); }
void ScrollPanel::SetScrollDirection(ScrollDirection direction) { RETURN_IF_EQUAL(mSwipeGestureRecognizer->Direction(), direction); mSwipeGestureRecognizer->SetDirection(direction); mScrollModel->SetDirection(direction); UpdateScrollStatus(); }
void ILayoutable::SetDock(DockPoint val) { RETURN_IF_EQUAL(mDockPoint, val); mDockPoint = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::PositionChanged); }
void ILayoutable::SetPadding(const Padding4F& val) { RETURN_IF_EQUAL(mPadding, val); mPadding = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::ArrangeChanged); }
void ILayoutable::SetStretchPercent(const Scale2F& val) { RETURN_IF_EQUAL(mStretchPercent, val); mStretchPercent = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::SizeChanged); }
void ILayoutable::SetStretch(Stretch val) { RETURN_IF_EQUAL(mStretch, val); mStretch = val; OnLayoutChanged(*this, NodeLayoutChangedFlags::SizeChanged); }
void BoneMoveable::SetInheritFlag(MoveableInheritFlags val) { RETURN_IF_EQUAL(mInheritFlag, val); mInheritFlag = val; mMatrix.SetDirty(); mWorldMatrix.SetDirty(); OnMoveableDirty(MoveableChangedFlags::InheritChanged); }
void BoneMoveable::SetSize(const Size3F& val) { RETURN_IF_EQUAL(mSize, val); mSize = val; mMatrix.SetDirty(); mWorldMatrix.SetDirty(); mWorldInverseMatrix.SetDirty(); mBoundingBox.SetDirty(); mWorldBoundingBox.SetDirty(); OnMoveableDirty(MoveableChangedFlags::SizeChanged); }
void BoneMoveable::SetPosition(const Point3F& val) { RETURN_IF_EQUAL(mPosition, val); mPosition = val; mMatrix.SetDirty(); mWorldMatrix.SetDirty(); mBoundingBox.SetDirty(); mWorldBoundingBox.SetDirty(); OnMoveableDirty(MoveableChangedFlags::PositionChanged); }
void TextureAtlasPage::SetPageSize(const Size2U& val) { RETURN_IF_EQUAL(mPageSize, val); mPageSize = val; //update all mesh texcoord for (auto region : mRegions) { region->UpdateMesh(mPageSize); } }
void Camera::SetFarZ(float val) { RETURN_IF_EQUAL(mFarZ, val); mFarZ = val; if (mIsOrtho) { SetOrtho(mWinSize,mNearZ, mFarZ); } else { SetPerspectiveFov(mWinSize,mFovY, mNearZ, mFarZ); } }
void SkeletonSlot::SetAttachment(ISkeletonAttachmentModel* val) { RETURN_IF_EQUAL(mAttachment, val); mAttachment = val; if (mAttachment != nullptr) { SetRenderingObject(mAttachment->GetRenderingObject()); } else { SetRenderingObject(nullptr); } }
void BaseSirenCustomType::SetParentType(BaseSirenCustomType* val) { RETURN_IF_EQUAL(mParentType, val); mParentType = val; if (mParentType != nullptr) { mFullName = mParentType->FullName() + "." + mName; } else { mFullName = mName; } }
void SingleLineFontModel::SetText( WStringRef text ) { RETURN_IF_EQUAL(mText,text); mText=text; RemoveAllMeshes(); ResetCachedMeshes(); RETURN_IF_EMPTY(mText); Size2F outSize; List<BaseFontMesh*> meshes; List<IMaterial*> outMaterials; TextLayouter::LayoutSingleLineText(meshes, outMaterials,outSize,*mFont,mText,mAlignment,mRestrictSize); //AddMeshes(meshes); SetSize(outSize); }
void BaseMultipleBatchRenderQueue::Update(RenderableChangedFlags changedFlag) { RETURN_IF_EQUAL(changedFlag, RenderableChangedFlags::None); if (mIsNeedToSort) { Linq::InsertSortByOtherCompare<IRenderable*, EqualCompare,IRenderableCompareByRenderingPriority>(mNodes); mIsNeedToSort = false; } if (MEDUSA_FLAG_HAS(changedFlag,RenderableChangedFlags::BatchChanged)) { OnUpdateBatchList(); OnUpdateRenderGroup(); mIsCommandChanged = true; } mIsCommandChanged |= OnUpdateBatchData(); }
void BaseSingleBatchRenderQueue::Update(RenderableChangedFlags changedFlag) { RETURN_IF_EQUAL(changedFlag, RenderableChangedFlags::None); if (changedFlag.IsBatchChanged()||changedFlag.IsRenderQueueChanged()) { mBatch->Prepare(); if (!mNodes.IsEmpty()) { IRenderable* node = mNodes.First(); mBatch->SetEffect(node->Material()->Effect()); mBatch->SetMaterial(node->Material()); mBatch->SetDrawMode(node->Material()->DrawMode()); mBatch->SetStateTreeNode(node->RenderStateTreeNode()); } FOR_EACH_COLLECTION(i, mNodes) { mBatch->AddNode(*i); }
void IProgressBar::SetProgressType(ProgressType val) { RETURN_IF_EQUAL(mProgressType,val); mProgressType = val; OnUpdateMesh(true); }
void IScrollMathModel::SetDirection(ScrollDirection val) { RETURN_IF_EQUAL(mDirection, val); mDirection = val; OnUpdate(); }
void ILayoutable::EnableLayout(bool val) { RETURN_IF_EQUAL(mLayoutEnabled,val); mLayoutEnabled = val; }