//============================================================================================= // Method Name: OnLButtonUp // Purpose: Process the left-button down message. // Params: (Standard event processor arguments.) // Returns: (Standard event processor returns.) // void CRepeatButton::OnLButtonUp( UINT nFlags, CPoint point ) { ASSERT_VALID(this); RepeatButton_BASE::OnLButtonUp(nFlags, point); EndTracking(); return; }
//=============================================================================================== // FUNCTION: OnMouseMove // PURPOSE: Processes the mouse move message. // void CRepeatButton::OnMouseMove(UINT nFlags, CPoint point) { ASSERT_VALID(this); // Make sure the user still has the mouse button down if ( !IsButtonDown() ) EndTracking(); // Don't call base class so that repeat continues even if finger is off button. return; }
void CESTrackFunctions::OnTimer(int Counter) { if (!ControllerMyself().IsValid() || !ControllerMyself().IsController()) return; if (GetConnectionType() != EuroScopePlugIn::CONNECTION_TYPE_DIRECT) return; if (autoDrop) { for (auto flightplan = FlightPlanSelectFirst(); flightplan.IsValid(); flightplan = FlightPlanSelectNext(flightplan)) { if (flightplan.GetSimulated()) continue; if (CheckDrop(flightplan)) flightplan.EndTracking(); } } }
bool FEdModeTexture::StartTracking(FEditorViewportClient* InViewportClient, FViewport* InViewport) { // call base version because it calls the StartModify() virtual method needed to track drag events bool BaseRtn = FEdMode::StartTracking(InViewportClient, InViewport); // Complete the previous transaction if one exists if( ScopedTransaction ) { EndTracking(InViewportClient, InViewport); } // Start a new transaction ScopedTransaction = new FScopedTransaction( NSLOCTEXT("UnrealEd", "TextureManipulation", "Texture Manipulation") ); for( FConstLevelIterator Iterator = GetWorld()->GetLevelIterator(); Iterator; ++Iterator ) { UModel* Model = (*Iterator)->Model; Model->ModifySelectedSurfs( true ); } return BaseRtn; }
//=============================================================================================== // FUNCTION: OnTimer // PURPOSE: Called on each timer tick. // void CRepeatButton::OnTimer( UINT nIDEvent ) { ASSERT_VALID(this); if( nIDEvent==c_nTimerID ) { // Make sure the user still has the mouse button down if ( !IsButtonDown() ) { EndTracking(); return; } UINT uTickCount = GetTickCount() - m_uStartTickCount; // If not time for next message return FALSE. if (uTickCount < m_uNextMsg) return; // If we have passed the threshold for accelerating the repetition rate, boost the delta. if (uTickCount > c_uSlowFastThreshold) m_uMsgDelta = c_uFastMsgPeriod; // Step the "next message" count on until it is in the future... while (m_uNextMsg < uTickCount) m_uNextMsg += m_uMsgDelta; // send a command out to the parent. SendCommand(); return; } // Unhandled timer events. CWnd::OnTimer(nIDEvent); }