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📄 gsg_uieditor.cpp

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// GSG_UIEditor.cpp: implementation of the GSG_UIEditor class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "gstools.h"
#include "GSG_UIEditor.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////


GSG_UIEditor::GSG_UIEditor(CGsEngine*	pEngine)
:CGsGame(pEngine)
{

	m_key_style				= "GSG_UIEditor";
	CGsFunc::UI_SetEditMode(TRUE);
	GetMainUI()->Create(/*"E:\\NetGame\\Client\\RUN\\Data\\UI\\sample1\\main.ini");//*/g_pWizard->GetCurrentItemPath());

	m_active_ui	= NULL;
	m_active_ui	= GetMainUI();

	dlg_tools.Create(this);

}

GSG_UIEditor::~GSG_UIEditor()
{
	GetMainUI()->SaveConfig();
	CGsFunc::UI_SetEditMode(FALSE);
}



LRESULT	GSG_UIEditor::MsgProc( UINT uMsg, WPARAM wParam, LPARAM lParam )
{
	return CGsGame::MsgProc( uMsg, wParam, lParam );
}



ID GSG_UIEditor::OnMouseMove(UINT nFlags, GPOINT point)
{

	return CGsGame::OnMouseMove(nFlags, point);
}

ID GSG_UIEditor::OnLButtonDown( UINT nFlags, GPOINT point )			
{ 
	ID idRet = CGsGame::OnLButtonDown( nFlags, point );
	m_active_ui	= m_pEngine->FindUIFromID(idRet);
	if(NULL==m_active_ui)
		m_active_ui		= GetMainUI();
	return idRet;
}
ID GSG_UIEditor::OnLButtonUp( UINT nFlags, GPOINT point )				
{ 
	
	return CGsGame::OnLButtonUp( nFlags, point );
}
ID GSG_UIEditor::OnLButtonDbClk( UINT nFlags, GPOINT point )			
{ 
	
	ID idRet = CGsGame::OnLButtonDbClk( nFlags, point );
	CGsUIPanel* p_ui = m_pEngine->FindUIFromID(idRet);
	if(p_ui)
	{
		CSheetUI	sheet_ui("界面设置");
		sheet_ui.SetUI(p_ui);
		sheet_ui.DoModal();
	}
	return idRet;
}
ID GSG_UIEditor::OnRButtonDown( UINT nFlags, GPOINT point )			
{ 
	
	return CGsGame::OnRButtonDown( nFlags, point );
}
ID GSG_UIEditor::OnRButtonUp( UINT nFlags, GPOINT point )				
{ 
	
	return CGsGame::OnRButtonUp( nFlags, point );
}
ID GSG_UIEditor::OnRButtonDbClk( UINT nFlags, GPOINT point )			
{ 
	
	return CGsGame::OnRButtonDbClk( nFlags, point );
}


ID GSG_UIEditor::OnMouseWheel(UINT nFlags, short zDelta, GPOINT point)
{

	return CGsGame::OnMouseWheel(nFlags, zDelta, point);
}

ID GSG_UIEditor::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags)
{

	return CGsGame::OnChar(nChar, nRepCnt, nFlags);
}

ID GSG_UIEditor::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{

	return CGsGame::OnKeyDown(nChar, nRepCnt, nFlags);
}

ID GSG_UIEditor::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)
{

	return CGsGame::OnKeyUp(nChar, nRepCnt, nFlags);
}




FLAG GSG_UIEditor::Update(DWORD dwPassTime)
{
	return 0;
}


HRESULT GSG_UIEditor::Render()
{
	HRESULT hr;
	

	m_pEngine->PreparePaint();
	hr = RenderUI();

	return hr;
}
HRESULT GSG_UIEditor::Draw(CGsSurface *pSurface)
{
	GPOINT point	= m_pEngine->m_Pos;

	if(m_active_ui)
	{
		m_active_ui->PickScreenToClient(point);
	}
	
	char strMouse[100];
	sprintf(strMouse, "界面坐标X: %5d", point.x);
	pSurface->DrawTextDirect(NULL, strMouse, m_pEngine->GetRenderWidth() - 120, 30, RGB(255,255,255), RGB(1,1,1));
	sprintf(strMouse, "界面坐标Y: %5d", point.y);
	pSurface->DrawTextDirect(NULL, strMouse, m_pEngine->GetRenderWidth() - 120, 50, RGB(255,255,255), RGB(1,1,1));


//	HFONT fnt	= CGsFunc::Font_QuickCreateFont(20, "微软繁细圆", -1, TRUE, TRUE, TRUE);
//		pSurface->DrawTextDirect(fnt,
//								"怎么柔化啊?你举些实例来看看,对比一下柔化和不柔化的区别",
//								0,200,
//								RGB(255,255,255),
//								RGB(0,0,0));
//		DeleteObject(fnt);

	return S_OK;
}

VOID GSG_UIEditor::Cleanup()
{
	CGsGame::Cleanup();
}

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