std::string CActorViewer::NotifyExternalCommand(const std::string& command) { Palleon::CEmbedRemoteCall rpc(command); auto method = rpc.GetMethod(); if(method == "SetGamePath") { auto gamePath = rpc.GetParam("Path"); CFileManager::SetGamePath(gamePath); return std::string("success"); } if(method == "SetActor") { try { auto baseModelId = boost::lexical_cast<uint32>(rpc.GetParam("BaseModelId")); auto topModelId = boost::lexical_cast<uint32>(rpc.GetParam("TopModelId")); SetActor(baseModelId, topModelId); return std::string("success"); } catch(...) { return std::string("failed"); } } return std::string("failed"); }
void BezierControllerActorProxy::CreateActor() { SetActor(*new BezierController()); static_cast<BezierController*>(GetActor())->RenderProxyNode(true); std::ostringstream ss; ss << "Controller" << mNumControllers++; SetName(ss.str()); }
void StaticMeshActorProxy::CreateActor() { SetActor(*new dtCore::Object); static int actorCount = 0; std::ostringstream ss; ss << "StaticMesh" << actorCount++; SetName(ss.str()); }
Actor* CreateExplosion (int index, int x, int y, TLN_Sequence sequence) { Actor* actor = GetActor (index); SetActor (index, TYPE_EXPLOSION, x,y, 32,32, ExplosionTasks); TLN_ConfigSprite (index, spritesets[SPRITESET_MAIN], 0); TLN_SetSpriteAnimation (index, index, sequence, 1); //TLN_SetSpriteBlendMode (index, BLEND_ADD); return actor; }
/// Instantiates the actor void ComponentGameActorProxy::CreateActor() { ComponentGameActor* actor = new ComponentGameActor(*this); // add component to the actor. When done now, the component's properties // are accessible in STAGE. actor->AddComponent(new TextLabelComponent()); SetActor(*actor); }
CCloseCaptionItem( C_BaseFlex *actor, CSentence *sentence, CCloseCaptionPhrase *phrase, float curtime, int frame, double updatetime ) { SetActor( actor ); m_pPhrase = NULL; SetPhrase( phrase ); SetSentence( sentence ); SetSentenceTime( curtime ); SetLastUpdateFrame( frame ); SetLastUpdateTime( updatetime ); }
Window_BattleCommand::Window_BattleCommand(int x, int y, int width, int height) : Window_Base(x, y, width, height) { SetActor(0); disabled.resize(commands.size()); index = -1; top_row = 0; cycle = 0; SetContents(Bitmap::Create(width - 16, height - 16)); num_rows = contents->GetHeight() / 16; Refresh(); }
void PanGestureProcessor::EmitGestureSignal( Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates ) { DALI_ASSERT_DEBUG ( mCurrentPanEvent ); mCurrentPanEmitters.clear(); ResetActor(); actor->ScreenToLocal( GetImplementation(mCurrentRenderTask), actorCoordinates.x, actorCoordinates.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y ); EmitPanSignal( actor, gestureDetectors, *mCurrentPanEvent, actorCoordinates, mCurrentPanEvent->state, mCurrentRenderTask ); if ( actor->OnStage() ) { mCurrentPanEmitters = gestureDetectors; SetActor( actor ); } }
void TaskActorGameEventProxy::CreateActor() { SetActor(*new TaskActorGameEvent(*this)); }
void MineActorProxy::CreateActor() { MineActor* pActor = new MineActor(*this); SetActor(*pActor); }
void DistanceSensorActorProxy::CreateActor() { SetActor(*new DistanceSensorActor(*this)); }
void PanGestureProcessor::Process( const Integration::PanGestureEvent& panEvent ) { switch( panEvent.state ) { case Gesture::Possible: { mCurrentPanEmitters.clear(); ResetActor(); HitTestAlgorithm::Results hitTestResults; if( HitTest( mStage, panEvent.currentPosition, hitTestResults ) ) { SetActor( &GetImplementation( hitTestResults.actor ) ); mPossiblePanPosition = panEvent.currentPosition; } break; } case Gesture::Started: { if ( GetCurrentGesturedActor() ) { // The pan gesture should only be sent to the gesture detector which first received it so that // it can be told when the gesture ends as well. HitTestAlgorithm::Results hitTestResults; HitTest( mStage, mPossiblePanPosition, hitTestResults ); // Hit test original possible position... if ( hitTestResults.actor && ( GetCurrentGesturedActor() == &GetImplementation( hitTestResults.actor ) ) ) { // Record the current render-task for Screen->Actor coordinate conversions mCurrentRenderTask = hitTestResults.renderTask; // Set mCurrentPanEvent to use inside overridden methods called in ProcessAndEmit() mCurrentPanEvent = &panEvent; ProcessAndEmit( hitTestResults ); mCurrentPanEvent = NULL; } else { ResetActor(); mCurrentPanEmitters.clear(); } } break; } case Gesture::Continuing: case Gesture::Finished: case Gesture::Cancelled: { // Only send subsequent pan gesture signals if we processed the pan gesture when it started. // Check if actor is still touchable. Actor* currentGesturedActor = GetCurrentGesturedActor(); if ( currentGesturedActor ) { if ( currentGesturedActor->IsHittable() && !mCurrentPanEmitters.empty() && mCurrentRenderTask ) { GestureDetectorContainer outsideTouchesRangeEmitters; // Removes emitters that no longer have the actor attached // Also remove emitters whose touches are outside the range of the current pan event and add them to outsideTouchesRangeEmitters GestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(), IsNotAttachedAndOutsideTouchesRangeFunctor(currentGesturedActor, panEvent.numberOfTouches, outsideTouchesRangeEmitters) ); mCurrentPanEmitters.erase( endIter, mCurrentPanEmitters.end() ); Vector2 actorCoords; if ( !outsideTouchesRangeEmitters.empty() || !mCurrentPanEmitters.empty() ) { currentGesturedActor->ScreenToLocal( GetImplementation( mCurrentRenderTask ), actorCoords.x, actorCoords.y, panEvent.currentPosition.x, panEvent.currentPosition.y ); // EmitPanSignal checks whether we have a valid actor and whether the container we are passing in has emitters before it emits the pan. EmitPanSignal( currentGesturedActor, outsideTouchesRangeEmitters, panEvent, actorCoords, Gesture::Finished, mCurrentRenderTask); EmitPanSignal( currentGesturedActor, mCurrentPanEmitters, panEvent, actorCoords, panEvent.state, mCurrentRenderTask); } if ( mCurrentPanEmitters.empty() ) { // If we have no emitters attached then clear pan actor as well. ResetActor(); } // Clear current gesture detectors if pan gesture has ended or been cancelled. if ( ( panEvent.state == Gesture::Finished ) || ( panEvent.state == Gesture::Cancelled ) ) { mCurrentPanEmitters.clear(); ResetActor(); } } else { mCurrentPanEmitters.clear(); ResetActor(); } } break; } case Gesture::Clear: DALI_ASSERT_ALWAYS( false && "Incorrect state received from Integration layer: Clear\n" ); break; } }
void CUIActorMenu::Construct() { CUIXml uiXml; uiXml.Load (CONFIG_PATH, UI_PATH, "actor_menu.xml"); CUIXmlInit xml_init; xml_init.InitWindow (uiXml, "main", 0, this); m_hint_wnd = UIHelper::CreateHint (uiXml, "hint_wnd"); m_LeftBackground = new CUIStatic(); m_LeftBackground->SetAutoDelete (true); AttachChild (m_LeftBackground); xml_init.InitStatic (uiXml, "left_background", 0, m_LeftBackground); m_pUpgradeWnd = new CUIInventoryUpgradeWnd(); AttachChild (m_pUpgradeWnd); m_pUpgradeWnd->SetAutoDelete (true); m_pUpgradeWnd->Init (); m_ActorCharacterInfo = new CUICharacterInfo(); m_ActorCharacterInfo->SetAutoDelete( true ); AttachChild( m_ActorCharacterInfo ); m_ActorCharacterInfo->InitCharacterInfo( &uiXml, "actor_ch_info" ); m_PartnerCharacterInfo = new CUICharacterInfo(); m_PartnerCharacterInfo->SetAutoDelete( true ); AttachChild( m_PartnerCharacterInfo ); m_PartnerCharacterInfo->InitCharacterInfo( &uiXml, "partner_ch_info" ); m_RightDelimiter = UIHelper::CreateStatic(uiXml, "right_delimiter", this); m_ActorTradeCaption = UIHelper::CreateStatic(uiXml, "right_delimiter:trade_caption", m_RightDelimiter); m_ActorTradePrice = UIHelper::CreateStatic(uiXml, "right_delimiter:trade_price", m_RightDelimiter); m_ActorTradeWeightMax = UIHelper::CreateStatic(uiXml, "right_delimiter:trade_weight_max", m_RightDelimiter); m_ActorTradeCaption->AdjustWidthToText(); m_LeftDelimiter = UIHelper::CreateStatic(uiXml, "left_delimiter", this); m_PartnerTradeCaption = UIHelper::CreateStatic(uiXml, "left_delimiter:trade_caption", m_LeftDelimiter); m_PartnerTradePrice = UIHelper::CreateStatic(uiXml, "left_delimiter:trade_price", m_LeftDelimiter); m_PartnerTradeWeightMax = UIHelper::CreateStatic(uiXml, "left_delimiter:trade_weight_max", m_LeftDelimiter); m_PartnerTradeCaption->AdjustWidthToText(); m_ActorBottomInfo = UIHelper::CreateStatic(uiXml, "actor_weight_caption", this); m_ActorWeight = UIHelper::CreateStatic(uiXml, "actor_weight", this); m_ActorWeightMax = UIHelper::CreateStatic(uiXml, "actor_weight_max", this); m_ActorBottomInfo->AdjustWidthToText(); m_PartnerBottomInfo = UIHelper::CreateStatic(uiXml, "partner_weight_caption", this); m_PartnerWeight = UIHelper::CreateStatic(uiXml, "partner_weight", this); m_PartnerBottomInfo->AdjustWidthToText(); m_PartnerWeight_end_x = m_PartnerWeight->GetWndPos().x; m_pInventoryBagList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_bag", this); m_pInventoryBeltList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_belt", this); m_pInventoryOutfitList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_outfit", this); m_pInventoryDetectorList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_detector", this); m_pInventoryPistolList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_pistol", this); m_pInventoryAutomaticList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_automatic", this); m_pTradeActorBagList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_actor_trade_bag", this); m_pTradeActorList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_actor_trade", this); m_pTradePartnerBagList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_partner_bag", this); m_pTradePartnerList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_partner_trade", this); #ifdef INV_KNIFE_SLOT m_pInventoryKnifeList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_knife", this); #endif #ifdef INV_TORCH_SLOT m_pInventoryTorchList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_torch", this); #endif #ifdef INV_BINO_SLOT m_pInventoryBinoList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_bino", this); #endif #ifdef DRAG_DROP_TRASH m_pTrashList = UIHelper::CreateDragDropListEx(uiXml, "dragdrop_trash", this); m_pTrashList->m_f_item_drop = CUIDragDropListEx::DRAG_DROP_EVENT(this, &CUIActorMenu::OnItemDrop); m_pTrashList->m_f_drag_event = CUIDragDropListEx::DRAG_ITEM_EVENT(this, &CUIActorMenu::OnDragItemOnTrash); #endif #ifdef EXT_BELT e_af_count = uiXml.ReadAttribInt("dragdrop_belt", 0, "rows_num", 5); //+ clamp(e_af_count, u32(5), u32(16)); e_af_count_base = e_af_count - 5;// reserv for outfit m_belt_list_over.resize(e_af_count); #endif //EXT_BELT m_belt_list_over[0] = UIHelper::CreateStatic(uiXml, "belt_list_over", this); Fvector2 pos; pos = m_belt_list_over[0]->GetWndPos(); float dy = uiXml.ReadAttribFlt("belt_list_over", 0, "dy", 10.0f); for ( u8 i = 1; i < e_af_count; ++i ) { pos.y += dy; m_belt_list_over[i] = UIHelper::CreateStatic(uiXml, "belt_list_over", this); m_belt_list_over[i]->SetWndPos( pos ); } m_ActorMoney = UIHelper::CreateStatic(uiXml, "actor_money_static", this); m_PartnerMoney = UIHelper::CreateStatic(uiXml, "partner_money_static", this); m_trade_button = UIHelper::Create3tButtonEx(uiXml, "trade_button", this); m_takeall_button = UIHelper::Create3tButtonEx(uiXml, "takeall_button", this); m_exit_button = UIHelper::Create3tButtonEx(uiXml, "exit_button", this); m_clock_value = UIHelper::CreateStatic(uiXml, "clock_value", this); m_pDeadBodyBagList = new CUIDragDropListEx(); AttachChild (m_pDeadBodyBagList); m_pDeadBodyBagList->SetAutoDelete (true); xml_init.InitDragDropListEx (uiXml, "dragdrop_deadbody_bag", 0, m_pDeadBodyBagList); m_ActorStateInfo = new ui_actor_state_wnd(); m_ActorStateInfo->init_from_xml (uiXml, "actor_state_info"); m_ActorStateInfo->SetAutoDelete (true); AttachChild (m_ActorStateInfo); XML_NODE* stored_root = uiXml.GetLocalRoot (); uiXml.SetLocalRoot (uiXml.NavigateToNode ("action_sounds",0)); ::Sound->create (sounds[eSndOpen], uiXml.Read("snd_open", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eSndClose], uiXml.Read("snd_close", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eItemToSlot], uiXml.Read("snd_item_to_slot", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eItemToBelt], uiXml.Read("snd_item_to_belt", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eItemToRuck], uiXml.Read("snd_item_to_ruck", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eProperties], uiXml.Read("snd_properties", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eDropItem], uiXml.Read("snd_drop_item", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eAttachAddon], uiXml.Read("snd_attach_addon", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eDetachAddon], uiXml.Read("snd_detach_addon", 0, NULL),st_Effect,sg_SourceType); ::Sound->create (sounds[eItemUse], uiXml.Read("snd_item_use", 0, NULL),st_Effect,sg_SourceType); uiXml.SetLocalRoot (stored_root); m_ItemInfo = new CUIItemInfo(); //- m_ItemInfo->SetAutoDelete (true); //- AttachChild (m_ItemInfo); m_ItemInfo->InitItemInfo ("actor_menu_item.xml"); m_upgrade_info = NULL; if ( ai().get_alife() ) { m_upgrade_info = new UIInvUpgradeInfo(); m_upgrade_info->SetAutoDelete (true); AttachChild (m_upgrade_info); m_upgrade_info->init_from_xml ("actor_menu_item.xml"); } m_message_box_yes_no = new CUIMessageBoxEx(); m_message_box_yes_no->InitMessageBox( "message_box_yes_no" ); m_message_box_yes_no->SetAutoDelete (true); m_message_box_yes_no->SetText ( "" ); m_message_box_ok = new CUIMessageBoxEx(); m_message_box_ok->InitMessageBox ( "message_box_ok" ); m_message_box_ok->SetAutoDelete (true); m_message_box_ok->SetText ( "" ); m_UIPropertiesBox = new CUIPropertiesBox(); AttachChild (m_UIPropertiesBox); m_UIPropertiesBox->InitPropertiesBox(Fvector2().set(0,0),Fvector2().set(300,300)); m_UIPropertiesBox->Hide (); m_UIPropertiesBox->SetWindowName ( "property_box" ); InitCallbacks (); BindDragDropListEvents (m_pInventoryBeltList); BindDragDropListEvents (m_pInventoryPistolList); BindDragDropListEvents (m_pInventoryAutomaticList); BindDragDropListEvents (m_pInventoryOutfitList); BindDragDropListEvents (m_pInventoryDetectorList); BindDragDropListEvents (m_pInventoryBagList); BindDragDropListEvents (m_pTradeActorBagList); BindDragDropListEvents (m_pTradeActorList); BindDragDropListEvents (m_pTradePartnerBagList); BindDragDropListEvents (m_pTradePartnerList); BindDragDropListEvents (m_pDeadBodyBagList); #ifdef INV_KNIFE_SLOT BindDragDropListEvents (m_pInventoryKnifeList); #endif #ifdef INV_TORCH_SLOT BindDragDropListEvents (m_pInventoryTorchList); #endif #ifdef INV_BINO_SLOT BindDragDropListEvents (m_pInventoryBinoList); #endif #ifdef DRAG_DROP_TRASH m_allowed_drops[iTrashSlot].push_back(iActorBag); m_allowed_drops[iTrashSlot].push_back(iActorSlot); m_allowed_drops[iTrashSlot].push_back(iActorBelt); #endif m_allowed_drops[iActorSlot].push_back(iActorBag); m_allowed_drops[iActorSlot].push_back(iActorTrade); m_allowed_drops[iActorSlot].push_back(iDeadBodyBag); m_allowed_drops[iActorBag].push_back(iActorSlot); m_allowed_drops[iActorBag].push_back(iActorBelt); m_allowed_drops[iActorBag].push_back(iActorTrade); m_allowed_drops[iActorBag].push_back(iDeadBodyBag); m_allowed_drops[iActorBag].push_back(iActorBag); m_allowed_drops[iActorBelt].push_back(iActorBag); m_allowed_drops[iActorBelt].push_back(iActorTrade); m_allowed_drops[iActorBelt].push_back(iDeadBodyBag); m_allowed_drops[iActorBelt].push_back(iActorBelt); m_allowed_drops[iActorTrade].push_back(iActorSlot); m_allowed_drops[iActorTrade].push_back(iActorBag); m_allowed_drops[iActorTrade].push_back(iActorBelt); m_allowed_drops[iActorTrade].push_back(iActorTrade); m_allowed_drops[iPartnerTradeBag].push_back(iPartnerTrade); m_allowed_drops[iPartnerTradeBag].push_back(iPartnerTradeBag); m_allowed_drops[iPartnerTrade].push_back(iPartnerTradeBag); m_allowed_drops[iPartnerTrade].push_back(iPartnerTrade); m_allowed_drops[iDeadBodyBag].push_back(iActorSlot); m_allowed_drops[iDeadBodyBag].push_back(iActorBag); m_allowed_drops[iDeadBodyBag].push_back(iActorBelt); m_allowed_drops[iDeadBodyBag].push_back(iDeadBodyBag); m_upgrade_selected = NULL; SetCurrentItem (NULL); SetActor (NULL); SetPartner (NULL); SetInvBox (NULL); m_actor_trade = NULL; m_partner_trade = NULL; m_repair_mode = false; DeInitInventoryMode (); DeInitTradeMode (); DeInitUpgradeMode (); DeInitDeadBodySearchMode (); }
void KillableTargetActorProxy::CreateActor() { KillableTargetActor* actor = new KillableTargetActor(*this); SetActor(*actor); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CChoreoChannel::Init( void ) { m_szName[ 0 ] = 0; SetActor( NULL ); m_bActive = true; }