//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; }
//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; }
//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; }
//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); }
//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; }
//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; }
//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; }
//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; }
//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(); }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }
//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; }