bool UGUIWidget::CanReceiveInputKey() const { return bAllowInputKey && GetIsEnabled() && GetIsOpen() && GetVisibility() != ESlateVisibility::Hidden && GetVisibility() != ESlateVisibility::Collapsed; }
void g2Controller::__Render(int x, int y) { // Ignore if not visible if(!GetVisibility()) return; // Update rendering position to localized positions x += pX; y += pY; // Render self Render(x, y); // Update all children int QueueSize = (int)ChildObjects.size(); for(int i = 0; i < QueueSize; i++) { // Get child g2Controller* Child = ChildObjects.front(); ChildObjects.pop(); // Render children Child->__Render(x, y); // Put back ChildObjects.push(Child); } // After a full render cycle, reset the mouse state so we // don't keep full-clicking if(ControllerState == g2ControllerState_Clicked) ControllerState = g2ControllerState_None; }
void Layer::SerializeTo(SerializerElement& element) const { element.SetAttribute("name", GetName()); element.SetAttribute("visibility", GetVisibility()); SerializerElement& camerasElement = element.AddChild("cameras"); camerasElement.ConsiderAsArrayOf("camera"); for (std::size_t c = 0; c < GetCameraCount(); ++c) { SerializerElement& cameraElement = camerasElement.AddChild("camera"); cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize()); cameraElement.SetAttribute("width", GetCamera(c).GetWidth()); cameraElement.SetAttribute("height", GetCamera(c).GetHeight()); cameraElement.SetAttribute("defaultViewport", GetCamera(c).UseDefaultViewport()); cameraElement.SetAttribute("viewportLeft", GetCamera(c).GetViewportX1()); cameraElement.SetAttribute("viewportTop", GetCamera(c).GetViewportY1()); cameraElement.SetAttribute("viewportRight", GetCamera(c).GetViewportX2()); cameraElement.SetAttribute("viewportBottom", GetCamera(c).GetViewportY2()); } SerializerElement& effectsElement = element.AddChild("effects"); effectsElement.ConsiderAsArrayOf("effect"); for (std::size_t i = 0; i < GetEffectsCount(); ++i) { SerializerElement& effectElement = effectsElement.AddChild("effect"); GetEffect(i).SerializeTo(effectElement); } }
void DrawSdk::Rectangle::Write(CharArray *pArray, bool bUseFullImagePath) { if (pArray == NULL) return; static _TCHAR tszVisibility[100]; tszVisibility[0] = 0; if (HasVisibility()) _stprintf(tszVisibility, _T(" visible=\"%s\""), GetVisibility()); static _TCHAR tszBuffer[1000]; tszBuffer[0] = 0; if (isFilled_) { _stprintf(tszBuffer, _T("<FILLEDRECT x=\"%d\" y=\"%d\" width=\"%d\" height=\"%d\" xf=\"%.2f\" yf=\"%.2f\" widthf=\"%.2f\" heightf=\"%.2f\" rgb=\"0x%08x\"%s></FILLEDRECT>\n"), (int)x_, (int)y_, (int)width_, (int)height_, x_, y_, width_, height_, m_argbFillColor, tszVisibility); } else { _stprintf(tszBuffer, _T("<OUTLINERECT x=\"%d\" y=\"%d\" width=\"%d\" height=\"%d\" xf=\"%.2f\" yf=\"%.2f\" widthf=\"%.2f\" heightf=\"%.2f\" linewidth=\"%d\" linewidthf=\"%.2f\" linestyle=\"%d\" rgb=\"0x%08x\"%s></OUTLINERECT>\n"), (int)x_, (int)y_, (int)width_, (int)height_, x_, y_, width_, height_, (int)lineWidth_, lineWidth_, lineStyle_, m_argbLineColor, tszVisibility); } pArray->AppendData(tszBuffer); }
void CXTPMarkupUIElement::Measure(CXTPMarkupDrawingContext* pDC, CSize szAvailableSize) { if (GetVisibility() == xtpMarkupVisibilityCollapsed) { m_bMeasureDirty = TRUE; m_bNeverMeasured = FALSE; m_szPreviousAvailableSize = szAvailableSize; m_szDesiredSize = CSize(0, 0); return; } if ((!m_bMeasureDirty && !m_bNeverMeasured) && (szAvailableSize == m_szPreviousAvailableSize) && !pDC->IsPrinting()) { return; } m_bNeverMeasured = FALSE; m_bArrangeDirty = TRUE; m_bMeasureInProgress = TRUE; CSize size = MeasureCore(pDC, szAvailableSize); m_bMeasureInProgress = FALSE; m_szDesiredSize = size; m_szPreviousAvailableSize = szAvailableSize; m_bMeasureDirty = pDC->IsPrinting() ? TRUE : FALSE; }
void CXTPMarkupUIElement::Arrange(CRect rcFinalRect) { if (GetVisibility() == xtpMarkupVisibilityCollapsed) { m_rcFinalRect = rcFinalRect; m_bArrangeDirty = FALSE; m_bNeverArranged = FALSE; return; } if (m_bNeverMeasured) { CXTPMarkupDrawingContext dc(GetMarkupContext()); Measure(&dc, rcFinalRect.Size()); } if ((m_bArrangeDirty || m_bNeverArranged) || (rcFinalRect != m_rcFinalRect)) { m_bNeverArranged = FALSE; m_bArrangeInProgress = TRUE; ArrangeCore(rcFinalRect); m_bArrangeInProgress = FALSE; UpdateBoundRect(); } m_rcFinalRect = rcFinalRect; m_bArrangeDirty = FALSE; }
void tMercuryControlSeparator::UpdateGradient() { tMercuryStyle* style = GetMercuryStyle(); if( style == 0 || !GetVisibility() ) { return; } m_Gradient.setStops(QGradientStops()); QColor color = style->GetColor(tMercuryStyle::eColorRoleSelectionHighlight); color.setAlphaF(m_Alpha); m_Gradient.setStart(0, 0); if( m_IsVertical ) { m_Gradient.setFinalStop(0, height()); } else { m_Gradient.setFinalStop(width(), 0); } m_Gradient.setColorAt(0.5, color); color.setAlpha(0); m_Gradient.setColorAt(0, color); m_Gradient.setColorAt(1, color); }
void g2Controller::__MouseHover(int x, int y) { // Ignore if not visible if(!GetVisibility()) return; // Update mouse to localized positions x -= pX; y -= pY; // If the user is moving and pressing, then do a drag event if(InController(x, y) && ((ControllerState & g2ControllerState_Pressed) != 0) ) __MouseDrag(x, y); // Update the hovering state if(InController(x, y)) ControllerState |= g2ControllerState_Hover; // Remove if needed else if((ControllerState & g2ControllerState_Hover) != 0) ControllerState ^= g2ControllerState_Hover; // Update the hovering actions MouseHover(x, y); // Update all children for(ChildObjectsIt Child = ChildObjects.begin(); Child != ChildObjects.end(); Child++) (*Child)->__MouseHover(x, y); }
void g2Controller::__MouseHover(int x, int y) { // Ignore if not visible if(!GetVisibility()) return; // Update mouse to localized positions x -= pX; y -= pY; // If the user is moving and pressing, then do a drag event if(InController(x, y) && ControllerState == g2ControllerState_Pressed) __MouseDrag(x, y); // Else, if we are out of the controller, we are done dragging if(!InController(x, y) && ControllerState == g2ControllerState_Pressed) ControllerState = g2ControllerState_None; // Update the hovering actions MouseHover(x, y); // Update all children int QueueSize = (int)ChildObjects.size(); for(int i = 0; i < QueueSize; i++) { // Get child g2Controller* Child = ChildObjects.front(); ChildObjects.pop(); // Update child with localized coordinates Child->__MouseHover(x, y); // Put back ChildObjects.push(Child); } }
void g2Controller::__MouseDrag(int x, int y) { // Ignore if not visible if(!GetVisibility()) return; // No need to change coordinates; they // are already localized by the calling parent // Update mouse drag MouseDrag(x, y); // Update all children int QueueSize = (int)ChildObjects.size(); for(int i = 0; i < QueueSize; i++) { // Get child g2Controller* Child = ChildObjects.front(); ChildObjects.pop(); // Update child mouse drags Child->__MouseDrag(x, y); // Put back ChildObjects.push(Child); } }
bool CDigitanksEntity::ShouldRenderTransparent() const { float flVisibility = GetVisibility(); if (flVisibility < 1) return true; return BaseClass::ShouldRenderTransparent(); }
BOOL CXTPMarkupUIElement::GetLayoutClip(CRect& rc) const { if (GetVisibility() != xtpMarkupVisibilityVisible) { rc.SetRectEmpty(); return TRUE; } return FALSE; }
void SSection::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) { if( GetVisibility() == EVisibility::Visible ) { KeyAreas.Reset(); GetKeyAreas( ParentSectionArea, KeyAreas ); SectionInterface->Tick(AllottedGeometry, ParentGeometry, InCurrentTime, InDeltaTime); } }
template<class T> void HTMLElementDisplay<T>::DrawThisOnly (DISPLAY_INT x, DISPLAY_INT y, WebGraphics *gc) { WEBC_DEBUG_TIMER_START(WEBC_DEBUG_HTMLELEMENTDISPLAY_DRAWTHISONLY); if (GetVisibility() != TU_VISIBILITY_HIDE) { T::DrawThisOnly(x,y,gc); } WEBC_DEBUG_TIMER_STOP(WEBC_DEBUG_HTMLELEMENTDISPLAY_DRAWTHISONLY); }
float CDigitanksEntity::GetVisibility() const { CDigitanksGame* pGame = DigitanksGame(); if (!pGame) return 0; if (!m_bVisibilityDirty) return m_flVisibility; return GetVisibility(pGame->GetCurrentLocalDigitanksPlayer()); }
bool IComponent::IsVisible() const { boost::shared_ptr<ComponentInterface> pInterface = GetGlobalInterface(); if (pInterface == nullptr || !pInterface->Visible) return false; for (auto pParent = getThis<IComponent>(); pParent != nullptr; pParent = pParent->GetUIParent()) { if (!pParent->GetVisibility()) return false; } return true; }
void edbPackageVariable::ShowTreeDetail(ctlTree *browser, frmMain *form, ctlListView *properties, ctlSQLBox *sqlPane) { if (properties) { CreateListColumns(properties); properties->AppendItem(_("Name"), GetName()); properties->AppendItem(_("OID"), GetOid()); properties->AppendItem(_("Data type"), GetDataType()); properties->AppendItem(_("Visibility"), GetVisibility()); } }
void CCPU::ModifyContext(class CRenderingContext* pContext) const { BaseClass::ModifyContext(pContext); if (GameServer()->GetGameTime() - m_flConstructionStartTime < 3) { pContext->SetBlend(BLEND_ALPHA); pContext->SetColor(Color(255, 255, 255)); pContext->SetAlpha(GetVisibility() * RemapValClamped((float)(GameServer()->GetGameTime() - m_flConstructionStartTime), 0.0f, 2.0f, 0.0f, 1.0f)); pContext->Translate(Vector(0, 0, RemapValClamped((float)(GameServer()->GetGameTime() - m_flConstructionStartTime), 0.0f, 3.0f, -3.0f, 0.0f))); } }
void CDigitanksEntity::ModifyContext(CRenderingContext* pContext) const { BaseClass::ModifyContext(pContext); CDigitanksPlayer* pTeam = DigitanksGame()->GetCurrentPlayer(); float flVisibility = GetVisibility(); if (flVisibility < 1) { pContext->SetAlpha(flVisibility); pContext->SetBlend(BLEND_ALPHA); } }
void g2Controller::__Update(float dT) { // Ignore if not visible if(!GetVisibility()) return; // Update self Update(dT); // Update all children for(ChildObjectsIt Child = ChildObjects.begin(); Child != ChildObjects.end(); Child++) (*Child)->__Update(dT); }
void g2Controller::__KeyEvent(unsigned char key, bool IsSpecial) { // Ignore if not visible if(!GetVisibility()) return; // Update key event KeyEvent(key, IsSpecial); // Update all children for(ChildObjectsIt Child = ChildObjects.begin(); Child != ChildObjects.end(); Child++) (*Child)->__KeyEvent(key, IsSpecial); }
void CCPU::OnRender(class CGameRenderingContext* pContext) const { BaseClass::OnRender(pContext); if (m_iFanModel == ~0) return; if (GetVisibility() == 0) return; CGameRenderingContext r(GameServer()->GetRenderer(), true); r.SetUniform("bColorSwapInAlpha", true); if (GetDigitanksPlayer()) r.SetUniform("vecColorSwap", GetDigitanksPlayer()->GetColor()); else r.SetUniform("vecColorSwap", Color(255, 255, 255, 255)); float flVisibility = GetVisibility(); if (flVisibility < 1 && !GameServer()->GetRenderer()->IsRenderingTransparent()) return; if (flVisibility == 1 && GameServer()->GetRenderer()->IsRenderingTransparent()) return; if (GameServer()->GetRenderer()->IsRenderingTransparent()) { r.SetAlpha(GetVisibility()); if (r.GetAlpha() < 1) r.SetBlend(BLEND_ALPHA); } r.Rotate(m_flFanRotation, Vector(0, 0, 1)); r.RenderModel(m_iFanModel); }
void CDigitanksEntity::StartTurn() { // Recache it and make sure it's not dirty. DirtyVisibility(); GetVisibility(); float flHealth = m_flHealth; m_flHealth = Approach(m_flTotalHealth, m_flHealth, HealthRechargeRate()); if (flHealth - m_flHealth < 0) DigitanksGame()->OnTakeDamage(this, NULL, NULL, flHealth - m_flHealth, true, false); m_ahSupplyLinesIntercepted.clear(); }
void SCaptureRegionWidget::Deactivate(bool bKeepChanges) { if (GetVisibility() != EVisibility::Hidden) { SetVisibility(EVisibility::Hidden); bIgnoreExistingCaptureRegion = false; if (!bKeepChanges) { GetHighResScreenshotConfig().UnscaledCaptureRegion = OriginalCaptureRegion; } } }
TZPainterCtrl * TZNoteBook::IsDeletable( ) { #ifdef DEBUG_ALL TraceLineS( "TZNoteBook::IsDeletable","" ); #endif if ( m_bDeletable == FALSE ) return( 0 ); if ( IsSelected( ) && GetVisibility( ) == 0 ) { zSHORT nTabCnt; m_bDeletable = FALSE; if ( (nTabCnt = GetItemCount( )) == 0 ) { return( this ); } else { TZNotePage *pNotePage = m_pZNotePage; while ( pNotePage ) { if ( nTabCnt == 1 || pNotePage->GetVisibility( ) <= 1 ) // at least visible { return( pNotePage ); } pNotePage = pNotePage->m_pNext; } // If we got out of the above loop, we didn't locate a "visible" // tab, so let's find out who the tab control thinks is active // and make that tab visible. zSHORT nTabIdx = GetCurSel( ); pNotePage = m_pZNotePage; while ( pNotePage ) { if ( pNotePage && pNotePage->m_nTabIdx == nTabIdx ) return( pNotePage ); pNotePage = pNotePage->m_pNext; } } } return( 0 ); }
float CDigitanksEntity::GetVisibility() { CDigitanksGame* pGame = DigitanksGame(); if (!pGame) return 0; if (!m_bVisibilityDirty) return m_flVisibility; float flOldVisibility = m_flVisibility; CDigitanksPlayer* pLocalPlayer = pGame->GetCurrentLocalDigitanksPlayer(); m_flVisibility = GetVisibility(pLocalPlayer); Vector vecOrigin = GetGlobalOrigin(); // Find the nearest entity in the local team. If he's close enough, reduce this unit's concealment. CDigitanksEntity* pOther = this; while (true) { pOther = CBaseEntity::FindClosest<CDigitanksEntity>(vecOrigin, pOther); if (!pOther) break; if (pOther->Distance(vecOrigin) > 20) break; if (pOther == this) continue; if (pOther->GetDigitanksPlayer() != pLocalPlayer) continue; m_flVisibility = 1 - ((1-m_flVisibility)/2); break; } bool bBecameVisible = (flOldVisibility < 0.25f && m_flVisibility >= 0.25f); bool bBecameFullyVisible = (flOldVisibility < 1.0f && m_flVisibility >= 1.0f); if (bBecameFullyVisible) CallOutput("OnBecomeFullyVisible"); if (bBecameVisible) CallOutput("OnBecomeVisible"); m_bVisibilityDirty = false; return m_flVisibility; }
void g2Controller::__MouseClick(g2MouseButton button, g2MouseClick state, int x, int y) { // Ignore if not visible if(!GetVisibility()) return; // Update mouse to localized positions x -= pX; y -= pY; // Are we in this object's volume and do we have a full left-click? if(InController(x, y) && button == g2MouseButton_Left && state == g2MouseClick_Down) ControllerState = g2ControllerState_Pressed; // Else, if there is a mouse release AND we are coming from a pressed state.... else if(InController(x, y) && button == g2MouseButton_Left && state == g2MouseClick_Up && ControllerState == g2ControllerState_Pressed) ControllerState = g2ControllerState_Clicked; // Else, reset to either hover or none... else if(InController(x, y)) ControllerState = g2ControllerState_Hover; // Else, no hovering, just nothing else ControllerState = g2ControllerState_None; // Update mouse click MouseClick(button, state, x, y); // Update all children int QueueSize = (int)ChildObjects.size(); for(int i = 0; i < QueueSize; i++) { // Get child g2Controller* Child = ChildObjects.front(); ChildObjects.pop(); // Update child window event Child->__MouseClick(button, state, x, y); // Put back ChildObjects.push(Child); } // Execute callback if(!GetDisabled() && GetControllerState() == g2ControllerState_Clicked && PressedCallback != 0) PressedCallback(this); }
void CDigitanksEntity::CalculateVisibility() { if (!DigitanksGame()) return; for (size_t i = 0; i < DigitanksGame()->GetNumPlayers(); i++) { if (!DigitanksGame()->GetDigitanksPlayer(i)) continue; DigitanksGame()->GetDigitanksPlayer(i)->CalculateEntityVisibility(this); } m_flVisibility = GetVisibility(DigitanksGame()->GetCurrentLocalDigitanksPlayer()); m_bVisibilityDirty = false; }
void g2Controller::__MouseDrag(int x, int y) { // Ignore if not visible if(!GetVisibility()) return; // No need to change coordinates; they // are already localized by the calling parent // Update mouse drag MouseDrag(x, y); // Update all children for(ChildObjectsIt Child = ChildObjects.begin(); Child != ChildObjects.end(); Child++) (*Child)->__MouseDrag(x, y); }
void CStructure::PostRender() const { BaseClass::PostRender(); if (GameServer()->GetRenderer()->IsRenderingTransparent() && (m_flConstructionStartTime > 0) && GetVisibility() > 0) { CGameRenderingContext c(GameServer()->GetRenderer(), true); c.Translate(GetGlobalOrigin()); c.Scale(m_flScaffoldingSize, m_flScaffoldingSize, m_flScaffoldingSize); c.SetBlend(BLEND_ADDITIVE); c.SetAlpha(GetVisibility() * 0.2f * RemapValClamped((float)(GameServer()->GetGameTime() - m_flConstructionStartTime), 0.0f, 3.0f, 0.0f, 1.0f)); c.SetDepthMask(false); c.SetBackCulling(false); c.RenderModel(m_iScaffolding); } }