Пример #1
0
void ADA2UE4Creature::BeginCursorOver(UPrimitiveComponent* HitComp)
{
	if (GetCurrentWorld())
	{
		if (GROUP == GROUP_HOSTILE || GROUP == GROUP_HOSTILE_ON_GROUND)
		{
			SetOutline(STENCIL_ENEMY_OUTLINE, true);
			GetCurrentPlayerController()->HandleCursorUpdate("attack");
		}
		else if (GROUP == GROUP_FRIENDLY || GROUP == GROUP_PC)
		{
			if (GetGameMode() == EGameMode::GM_EXPLORE || GetGameMode() == EGameMode::GM_COMBAT)
			{
				SetOutline(STENCIL_FRIENDLY_OUTLINE, true);
			}
			if (GetGameMode() == EGameMode::GM_EXPLORE && CONVERSATION != 0)
			{
				GetCurrentPlayerController()->HandleCursorUpdate("conversation");
			}
		}
		else //if (GROUP == GROUP_NEUTRAL)
		{
			if (GetGameMode() == EGameMode::GM_EXPLORE || GetGameMode() == EGameMode::GM_COMBAT)
			{
				SetOutline(STENCIL_NEUTRAL_OUTLINE, true);
			}
			if (GetGameMode() == EGameMode::GM_EXPLORE && CONVERSATION != 0)
			{
				GetCurrentPlayerController()->HandleCursorUpdate("conversation");
			}
		}
	}
}
Пример #2
0
void UIFont::CopyFrom(UIFont *Other)
{
    if (!Other)
        return;

    SetFace(Other->GetFace());
    SetColor(Other->GetColor());
    SetBrush(Other->GetBrush());
    QPoint offset;
    QColor color;
    int    blur;
    quint16 size;
    Other->GetShadow(offset, color, blur);
    SetShadow(Other->HasShadow(), offset, color, blur);
    Other->GetOutline(color, size);
    SetOutline(Other->HasOutline(), color, size);
    SetOffset(Other->GetOffset());
    SetRelativeSize(Other->GetRelativeSize());
    SetSize(Other->GetFace().pixelSize());
    SetStretch(Other->GetStretch());
    SetImageFileName(Other->GetImageFileName());
    SetImageReady(Other->GetImageReady());
    UIImage* image = Other->GetImage();
    if (image)
    {
        SetImage(image);
        m_image->UpRef();
    }
}
Пример #3
0
void ADA2UE4Creature::EndCursorOver(UPrimitiveComponent* HitComp)
{
	if (GetCurrentWorld())
	{
		SetOutline(0, false);
		GetCurrentPlayerController()->HandleCursorUpdate("standard");
	}
}
Пример #4
0
	/// <summary>Конструктор класса.</summary>
	Glyph::Glyph(FT_Library& library, FT_Face face, FT_ULong charcode, bool hinting, int outlineThickness)
		: _glyph(nullptr)
		, _stroker(nullptr)
	{
		Load(library, face, charcode, hinting);

		if (outlineThickness > 0)
			SetOutline(library, outlineThickness);
	}