示例#1
0
//隐藏列表按钮
void CGameFrameDlg::OnBnClickedHideList()
{
	CString strFile,strTemp;
	CTime tmCur = CTime::GetCurrentTime();
	CString strTime = tmCur.Format("%m%d");
	strFile.Format("log\\%sOnBnClickedHideList.log",strTime);

	strTemp.Format("%s", "OnBnClickedHideList()");
	WriteLog(strFile, strTemp);

	static bool bHideList=true;
	int cx,cy;
	CRect rect;
	GetClientRect(rect);
	cx=rect.Width();
	cy=rect.Height();
	if(bHideList)
	{
		if (m_VorSplitter.GetSafeHwnd()) 
		{
			UINT uSplitPos=cx-12;
			//		SafeMoveWindow(&m_VorSplitter,uSplitPos,GetTitleHight(),SPLIT_WIDE,cy-GetTitleHight());

			HDWP hDwp=BeginDeferWindowPos(32);
			DeferWindowPos(hDwp,m_VorSplitter,NULL,uSplitPos, 0,SPLIT_WIDE,cy, uFlags);
			EndDeferWindowPos(hDwp);
			RectifyControl(cx,cy);

			strTemp.Format("bHideList cx=%d,cy=%d", cx,cy);
			WriteLog(strFile, strTemp);
			//			FixControlStation(cx,cy);
		}
		//		m_BtExpression.ShowWindow(SW_HIDE);
		//		m_BtSend.ShowWindow(SW_HIDE);
	}
	else
	{
		if (m_VorSplitter.GetSafeHwnd()) 
		{
			//UINT uSplitPos=__max(cx*2/3-SPLIT_WIDE,350);
			//UINT uSplitPos=__max(cx*17/24-SPLIT_WIDE,350);
			UINT uSplitPos = cx - INFO_WIDTH - BUTTON_WIDE - 1;
			//		SafeMoveWindow(&m_VorSplitter,uSplitPos,GetTitleHight(),SPLIT_WIDE,cy-GetTitleHight());
			HDWP hDwp=BeginDeferWindowPos(32);
			DeferWindowPos(hDwp,m_VorSplitter,NULL,uSplitPos,0,SPLIT_WIDE,cy, uFlags);
			EndDeferWindowPos(hDwp);

			m_VorSplitter.InitSplitBar(cx*3/5,cx-250,false);
			//			FixControlStation(cx,cy);
			RectifyControl(cx,cy);
			strTemp.Format("cx=%d,cy=%d", cx,cy);
			WriteLog(strFile, strTemp);

		}
		//	m_BtExpression.ShowWindow(SW_SHOW);
		//	m_BtSend.ShowWindow(SW_SHOW);
	}
	bHideList=!bHideList;
	return;
}
示例#2
0
//列表控制
bool CGameFrame::ControlServerList(enServerListControl ServerListControl)
{
	//位置控制
	bool bHideGameList=false;
	switch (ServerListControl)
	{
	case ServerListControl_Hide: { bHideGameList=true; break; }
	case ServerListControl_Show: { bHideGameList=false; break; }
	case ServerListControl_Turn: { bHideGameList=!m_bHideGameList; break; }
	}

	//调整判断
	if (bHideGameList==m_bHideGameList) return false;

	//设置变量
	m_bRectify=false;
	m_bHideGameList=bHideGameList;

	//界面控制
	m_UserInfoView.ShowWindow((bHideGameList==false)?SW_SHOW:SW_HIDE);
	OnCommand(m_wShowListType,0);

	//设置按钮
	UINT uControlId = ((m_bHideGameList)?GetPlatformRes().uBtShowGameList:GetPlatformRes().uBtHideGameList);
	m_Splitter.ShowSplitterButton(uControlId,GetResInstanceHandle());

	//调整界面
	CRect rcClient;
	GetClientRect(&rcClient);
	RectifyControl(rcClient.Width(),rcClient.Height());

	return true;
}
示例#3
0
//拆分条消息
bool __cdecl CGameClientDlg::OnSplitterEvent(CSkinSplitter * pSkinSplitter, UINT uSplitID, int nXPos, int nYPos)
{
	CRect rcClient;
	GetClientRect(&rcClient);
	RectifyControl(rcClient.Width(),rcClient.Height());
	return true;
}
//选择数目
VOID CFaceItemSelectWnd::SetAllowItemCount(WORD wFaceCount)
{
	//获取对象
	ASSERT(CFaceItemControl::GetInstance()!=NULL);
	IFaceItemControl * pIFaceItemControl=CFaceItemControl::GetInstance();

	//设置变量
	m_wFaceCount=wFaceCount;
	m_wFaceCount=__min(m_wFaceCount,pIFaceItemControl->GetFaceCount());

	//索引调整
	if (m_wSelectFace!=INVALID_WORD)
	{
		m_wSelectFace=__min(m_wSelectFace,m_wFaceCount);
	}

	//调整控件
	if (m_hWnd!=NULL)
	{
		CRect rcRect;
		GetClientRect(&rcRect);
		RectifyControl(rcRect.Width(),rcRect.Height());
	}

	return;
}
示例#5
0
//时间消息
void CGameFrameControl::OnTimer(UINT nIDEvent)
{
    switch(nIDEvent)
    {
    case IDI_BROWER_AD:			//广告时间
    {
        m_bShowAd=!m_bShowAd;

        //调整控件
        CRect rcClient;
        GetClientRect(&rcClient);
        RectifyControl(rcClient.Width(),rcClient.Height());

        return;
    }
    case IDI_SWITCH_USER:		//切换信息
    {
        //删除时间
        KillTimer(IDI_SWITCH_USER);

        //更新信息
        m_UserInfoView.SetUserViewInfo(m_pIClientKernel->GetMeUserInfo());

        return;
    }
    }

    CDialog::OnTimer(nIDEvent);
}
示例#6
0
//弹起扑克
DWORD CCardControl::SetShootCard(BYTE cbCardData[], DWORD dwCardCount)
{
	//变量定义
	bool bChangeStatus=false;

	//收起扑克
	for (INT_PTR i=0;i<m_CardDataItem.GetCount();i++) 
	{
		if (m_CardDataItem[i].bShoot==true)
		{
			bChangeStatus=true;
			m_CardDataItem[i].bShoot=false;
		}
	}

	//弹起扑克
	for (DWORD i=0;i<dwCardCount;i++)
	{
		for (INT_PTR j=0;j<m_CardDataItem.GetCount();j++)
		{
			tagCardItem * pCardItem=&m_CardDataItem[j];
			if ((pCardItem->bShoot==false)&&(pCardItem->cbCardData==cbCardData[i])) 
			{
				bChangeStatus=true;
				pCardItem->bShoot=true;
				break;
			}
		}
	}

	//设置界面
	if (m_hWnd!=NULL) RectifyControl();

	return dwCardCount;
}
示例#7
0
//弹起扑克
void CCardControl::ShootAllCard(bool bShoot)
{
	//变量定义
	bool bRectify=false;
	tagCardItem * pCardItem=NULL;
	DWORD dwCardCount=(DWORD)m_CardDataItem.GetCount();

	//设置扑克
	for (DWORD i=0;i<dwCardCount;i++)
	{
		//获取扑克
		pCardItem=&m_CardDataItem[i];

		//扑克分析
		if (pCardItem->bShoot!=bShoot)
		{
			bRectify=true;
			pCardItem->bShoot=bShoot;
		}
	}

	//调整控件
	if (bRectify==true) RectifyControl();

	return;
}
示例#8
0
//设置弹起扑克
DWORD CCardControl::SetShootCard(const BYTE bCardDataIndex[], DWORD dwCardCount)
{
	//变量定义
	bool bChangeStatus=false;

	//收起扑克
	for (WORD i=0;i<m_CardDataItem.GetCount();i++) 
	{
		if (m_CardDataItem[i].bShoot==true)
		{
			bChangeStatus=true;
			m_CardDataItem[i].bShoot=false;
		}
	}

	//弹起扑克
	for (WORD i=0;i<dwCardCount; ++i)	{
		for (WORD j=0;j<m_CardDataItem.GetCount();j++)
		{
			if ((m_CardDataItem[j].bShoot==false)&&(m_CardDataItem[j].bCardData==bCardDataIndex[i])) 
			{
				bChangeStatus=true;
				m_CardDataItem[j].bShoot=true;
				break;
			}
		}
	}

	//调整控件
	RectifyControl();

	return 0;
}
示例#9
0
//设置扑克
void CControlWnd::SetControlInfo(BYTE cbCenterCard, BYTE cbActionMask, tagGangCardResult & GangCardResult)
{
	//设置变量
	m_cbItemCount=0;
	m_cbCurrentItem=0xFF;
	m_cbActionMask=cbActionMask;
	m_cbCenterCard=cbCenterCard;

	//杠牌信息
	ZeroMemory(m_cbGangCard,sizeof(m_cbGangCard));
	for (BYTE i=0;i<GangCardResult.cbCardCount;i++) 
	{
		m_cbItemCount++;
		m_cbGangCard[i]=GangCardResult.cbCardData[i];
	}

	//计算数目
	BYTE cbItemKind[4]={WIK_LEFT,WIK_CENTER,WIK_RIGHT,WIK_PENG};
	for (BYTE i=0;i<CountArray(cbItemKind);i++) 
		if ((m_cbActionMask&cbItemKind[i])!=0) 
			m_cbItemCount++;

	//按钮控制
	m_btChiHu.EnableWindow(cbActionMask&WIK_CHI_HU);
	m_btListen.EnableWindow(cbActionMask&WIK_LISTEN);


	//调整控件
	RectifyControl();

	//显示窗口
	ShowWindow(SW_SHOW);

	return;
}
示例#10
0
//基准位置
void CTimerControl::SetBenchmarkPos(int nXPos, int nYPos)
{
	//设置变量
	m_BenchmarkPos.x=nXPos;
	m_BenchmarkPos.y=nYPos;
	//调整控件
	if (m_hWnd!=NULL) RectifyControl();
}
示例#11
0
//拆分条消息
bool CPlazaViewItem::OnSplitterEvent(CSkinSplitter * pSkinSplitter, UINT uSplitID, int nXPos, int nYPos)
{
	CRect rcClient;
	GetClientRect(&rcClient);
	RectifyControl(rcClient.Width(),rcClient.Height());

	return true;
}
示例#12
0
//位置信息
VOID CFaceItemSelectWnd::OnSize(UINT nType, INT cx, INT cy)
{
	__super::OnSize(nType,cx,cy);

	//调整控件
	RectifyControl(cx,cy);

	return;
}
示例#13
0
//位置消息
VOID CWndUserInfoCtrl::OnSize(UINT nType, INT cx, INT cy)
{
	__super::OnSize(nType, cx, cy);

	//调整控件
	RectifyControl(cx,cy);

	return;
}
示例#14
0
//位置消息
void CGameFrameControl::OnSize(UINT nType, int cx, int cy)
{
	__super::OnSize(nType, cx, cy);

	//调整控件
	RectifyControl(cx,cy);

	return;
}
示例#15
0
//位置消息
void CPlazaViewItem::OnSize(UINT nType, int cx, int cy)
{
	__super::OnSize(nType, cx, cy);

	//调整控件
	RectifyControl(cx,cy);

	return;
}
示例#16
0
//位置消息
VOID CDlgBrowser::OnSize(UINT nType, INT cx, INT cy)
{
	__super::OnSize(nType, cx, cy);

	//调整控件
	RectifyControl(cx,cy);

	return;
}
示例#17
0
//设置胡牌信息
void CHuCardDlg::SetHuCardWeave(tagHuCardWeave HuCardWeave,BYTE HuScore,BYTE GoldCard)
{

	m_HuCardWeave = HuCardWeave;
	m_bHuScore = HuScore;
	m_bGoldCard = GoldCard;

	//采用硬编码测试时使用的数据
	//BYTE cbTemp0[] = {0x01,0x01,0x01,0x11,0x11};
	//CopyMemory(m_HuCardWeave.cbCardData[0],cbTemp0,sizeof(cbTemp0));
	//m_HuCardWeave.cbCardCount[0] = 5;

	//BYTE cbTemp1[] = {0x02,0x03,0x04};
	//CopyMemory(m_HuCardWeave.cbCardData[1],cbTemp1,sizeof(cbTemp1));
	//m_HuCardWeave.cbCardCount[1] = 3;

	//BYTE cbTemp2[] = {0x03,0x04,0x05};
	//CopyMemory(m_HuCardWeave.cbCardData[2],cbTemp2,sizeof(cbTemp2));
	//m_HuCardWeave.cbCardCount[2] = 3;

	//BYTE cbTemp3[] = {0x02,0x02,0x02,0x11,0x11};
	//CopyMemory(m_HuCardWeave.cbCardData[3],cbTemp3,sizeof(cbTemp3));
	//m_HuCardWeave.cbCardCount[3] = 5;


	//BYTE cbTemp4[] = {0x01,0x01,0x01,0x11,0x11};
	//CopyMemory(m_HuCardWeave.cbCardData[4],cbTemp4,sizeof(cbTemp4));
	//m_HuCardWeave.cbCardCount[4] = 5;

	//BYTE cbTemp5[] = {0x01,0x01,0x01,0x11,0x11};
	//CopyMemory(m_HuCardWeave.cbCardData[5],cbTemp5,sizeof(cbTemp5));
	//m_HuCardWeave.cbCardCount[5] = 5;

	//BYTE cbTemp6[] = {0x01,0x01,0x01,0x11,0x11};
	//CopyMemory(m_HuCardWeave.cbCardData[6],cbTemp6,sizeof(cbTemp6));
	//m_HuCardWeave.cbCardCount[6] = 5;

	//BYTE cbTemp7[] = {0x23,0x23,0x23,0x23,0x23};
	//CopyMemory(m_HuCardWeave.cbCardData[7],cbTemp7,sizeof(cbTemp7));
	//m_HuCardWeave.cbCardCount[7] = 5;

	//m_bHuScore = 40;
	//m_bGoldCard = 0x01;

	//按钮控制
	m_btChiHu.EnableWindow(true);
	m_btGiveUp.EnableWindow(true);

	//调整控件
	RectifyControl();

	//显示窗口
	ShowWindow(SW_SHOW);

	return;
}
示例#18
0
//设置间距
void CCardControl::SetCardSpace(DWORD dwCardHSpace)
{
	//设置变量
	m_dwCardHSpace=dwCardHSpace;

	//调整控件
	if (m_hWnd!=NULL) RectifyControl();

	return;
}
示例#19
0
//基准位置
void CHuCardDlg::SetBenchmarkPos(int nXPos, int nYPos)
{
	//位置变量
	m_PointBenchmark.SetPoint(nXPos,nYPos);

	//调整控件
	RectifyControl();

	return;
}
示例#20
0
//窗口更改
void CPropertyBar::OnSize(UINT nType, int cx, int cy)
{
	CDialog::OnSize(nType, cx, cy);

	//调整控件
	RectifyControl(cx, cy);
	InvalidateRect(NULL);

	return;
}
示例#21
0
//设置位置
void CGoldControl::SetBasicPoint(int nXPos, int nYPos)
{
	//设置变量
	m_BasicPoint.x=nXPos;
	m_BasicPoint.y=nYPos;

	//调整界面
	RectifyControl();
	return;
}
示例#22
0
//位置改变
void CGameParrentDlg::OnSize(UINT nType, int cx, int cy)
{
//	__super::OnSize(nType, cx, cy);

	//调整控件
	RectifyControl(cx,cy);

	return;

}
示例#23
0
//设置弹起扑克
DWORD CCardControl::SetShootCard(const BYTE bCardDataIndex[], DWORD dwCardCount)
{
	for(DWORD i=0;i<dwCardCount;i++)
	{
		tagCardItem * pCardItem=&m_CardDataItem[bCardDataIndex[i]];
		pCardItem->bShoot=true;
		if (m_hWnd!=NULL) RectifyControl();
	}
	return 0;
}
示例#24
0
//设置扑克
DWORD CCardControl::SetCardData(const BYTE bCardData[], DWORD dwCardCount)
{
	//设置扑克
	m_CardDataItem.SetSize(dwCardCount);
	for (DWORD i=0;i<dwCardCount;i++) m_CardDataItem[i]=bCardData[i];

	//调整控件
	if (m_hWnd!=NULL) RectifyControl();

	return dwCardCount;
}
示例#25
0
//设置扑克
WORD CCardControl::SetCardData(const BYTE cbCardData[], WORD wCardCount)
{
	//设置扑克
	m_CardDataItem.SetSize(wCardCount);
	for (WORD i=0;i<wCardCount;i++) m_CardDataItem[i]=cbCardData[i];

	//调整控件
	if (m_hWnd!=NULL) RectifyControl();

	return wCardCount;
}
示例#26
0
//设置扑克
DWORD CCardControl::SetCardItem(const tagCardItem CardItemArray[], DWORD dwCardCount)
{
	//设置扑克
	m_CardDataItem.SetSize(dwCardCount);
	CopyMemory(m_CardDataItem.GetData(),CardItemArray,dwCardCount*sizeof(tagCardItem));

	//调整控件
	if (m_hWnd!=NULL) RectifyControl();
 
	return 0;
}
//拆分事件
VOID CGameFrameWnd::OnSplitterEvent(UINT uControlID, INT nXPos, INT nYPos)
{
	//获取位置
	CRect rcClient;
	GetClientRect(&rcClient);

	//调整控件
	RectifyControl(rcClient.Width(),rcClient.Height());

	return;
}
示例#28
0
//基准位置
void CCardControl::SetBenchmarkPos(const CPoint & BenchmarkPos, enXCollocateMode XCollocateMode, enYCollocateMode YCollocateMode)
{
	//设置变量
	m_BenchmarkPos=BenchmarkPos;
	m_XCollocateMode=XCollocateMode;
	m_YCollocateMode=YCollocateMode;

	//调整控件
	if (m_hWnd!=NULL) RectifyControl();

	return;
}
示例#29
0
//设置间距
void CCardControl::SetCardSpace(DWORD dwCardHSpace, DWORD dwCardVSpace, DWORD dwShootAltitude)
{
	//设置变量
	m_dwCardHSpace=dwCardHSpace;
	m_dwCardVSpace=dwCardVSpace;
	m_dwShootAltitude=dwShootAltitude;

	//调整控件
	if (m_hWnd!=NULL) RectifyControl();

	return;
}
示例#30
0
//拆分条消息
bool CGameFrameDlg::OnSplitterEvent(CSkinSplitter * pSkinSplitter, UINT uSplitID, int nXPos, int nYPos)
{
	//设置变量
	m_bRectify=true;

	//调整界面
	CRect rcClient;
	GetClientRect(&rcClient);
	RectifyControl(rcClient.Width(),rcClient.Height());

	return true;
}