📄 gamelayoutersinksection.cpp
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// ***************************************************************
// GameLayouterSinkSection version: 1.0
// -------------------------------------------------------------
// File Name: GameLayouterSinkSection.cpp
// Created: 2007/07/18
// Modified: 2007/07/18 17:50
// Author: William.Liang
// Msn: lwq49@msn.com
// Email: lwq49@21cn.com, lwq49@msn.com
// Description:
//
// Purpose:
// -------------------------------------------------------------
// license:
//
// The contents of this file are subject to the Mozilla Public
// License Version 1.1 (the "License"); you may not use this file
// except in compliance with the License. You may obtain a copy
// of the License at http://www.mozilla.org/MPL/ Software dis-
// tributed under the License is distributed on an "AS IS"
// basis, WITHOUT WARRANTY OF ANY KIND, either express or im-
// plied. See the License for the specific language governing
// rights and limitations under the License.
//
// The Initial Developer of the Original Code is William.Liang .
// Copyright (C) 2007 - All Rights Reserved.
// ***************************************************************
#include "StdAfx.h"
#include ".\GameFrameDlg.h"
#include ".\ResourceLib.h"
#include ".\gamelayoutersinksection.h"
//************************************
// <p>Description: 构造函数</p>
//************************************
CGameLayouterSinkSection::CGameLayouterSinkSection(void)
{
}
//************************************
// <p>Description: 析构函数</p>
//************************************
CGameLayouterSinkSection::~CGameLayouterSinkSection(void)
{
}
//************************************
// <p>Description: 回调处理方法</p>
// <p>Parameters: </p>
// <p> _CString szNodeName</p>
// <p> _CString szParentName</p>
// <p> LPVOID lpParam</p>
//
// <p>Returns: void</p>
//************************************
void CGameLayouterSinkSection::Processer(_CString szNodeName, _CString szParentName, LPVOID lpParam){
_CStringList* pList = NULL;
if(szNodeName == "Section"){
//检查上层的结构格式
if(m_pIGameLayouter->ValidNodePath("Sections")){
//加载资源
pList = ((_CStringList*)lpParam);
_CString szID = pList->GetBy("ID");
WORD wSection = (int)szID;
m_pCurrentSection = m_lpFMHandles->pGameBody->GetSection(wSection);
goto Push_Node_Stack;
}
}
if(szNodeName == "View"){
//上层的Section不能为空
if(m_pCurrentSection==NULL)
goto Push_Node_Stack;
//检查上层的结构格式
if(m_pIGameLayouter->ValidNodePath("Sections.Section")){
//加载资源
pList = ((_CStringList*)lpParam);
m_pCurrentView = m_pCurrentSection->GetGameView();
if(m_pCurrentView==NULL)
goto Push_Node_Stack;
_POINT piPoint;
_SIZE siSize;
piPoint.x = (float)pList->GetBy("Left");
piPoint.y = (float)pList->GetBy("Top");
siSize.cx = (float)pList->GetBy("Width");
siSize.cy = (float)pList->GetBy("Height");
if(siSize.cx==0) siSize.cx = m_fScreenWidth; //设为默认窗口大小
if(siSize.cy==0) siSize.cy = m_fScreenHeight;
//设置视图的位置及大小
m_pCurrentView->MoveTo(piPoint);
goto Push_Node_Stack;
}
}
if(szNodeName == "Scene"){
//上层的Section和View不能为空
if(m_pCurrentSection==NULL || m_pCurrentView==NULL)
goto Push_Node_Stack;
//检查上层的结构格式
if(m_pIGameLayouter->ValidNodePath("Section.Scenes")){
//加载资源
pList = ((_CStringList*)lpParam);
_CString szName = pList->GetBy("Name");
if(szName.IsNull() || szName=="") szName = "default";
//检测场景是否建立
m_pCurrentScene = m_pCurrentView->GetBy(szName);
if(m_pCurrentScene==NULL)
m_pCurrentScene = m_pCurrentView->Create(szName);
_POINT piPoint;
_SIZE siSize;
bool bFlag;
piPoint.x = (float)pList->GetBy("Left");
piPoint.y = (float)pList->GetBy("Top");
siSize.cx = (float)pList->GetBy("Width");
siSize.cy = (float)pList->GetBy("Height");
bFlag = (bool)pList->GetBy("Visabled");
if(siSize.cx==0) siSize.cx = m_fScreenWidth; //设为默认窗口大小
if(siSize.cy==0) siSize.cy = m_fScreenHeight;
m_pCurrentScene->MoveTo(piPoint);
//m_pCurrentScene->SetSize(siSize);
m_pCurrentScene->SetVisabled(bFlag);
goto Push_Node_Stack;
}
}
if(szNodeName == "Layer"){
//上层的Section,View和Layer不能为空
if(m_pCurrentSection==NULL || m_pCurrentView==NULL || m_pCurrentScene==NULL)
goto Push_Node_Stack;
//检查上层的结构格式
if(m_pIGameLayouter->ValidNodePath("Section.Scenes.Scene")){
//加载资源
pList = ((_CStringList*)lpParam);
_CString szName = pList->GetBy("Name");
if(szName.IsNull() || szName=="") szName = "default";
//检测层是否建立
m_pCurrentLayer = m_pCurrentScene->GetBy(szName);
if(m_pCurrentLayer==NULL)
m_pCurrentLayer = m_pCurrentScene->Create(szName);
_POINT piPoint;
_SIZE siSize;
bool bVisabledFlag;
bool bDisabledFlag;
piPoint.x = (float)pList->GetBy("Left");
piPoint.y = (float)pList->GetBy("Top");
siSize.cx = (float)pList->GetBy("Width");
siSize.cy = (float)pList->GetBy("Height");
bVisabledFlag = (bool)pList->GetBy("Visabled");
if(pList->GetBy("Disabled").IsNull())
bDisabledFlag = true;
else
bDisabledFlag = (bool)pList->GetBy("Disabled");
if(siSize.cx==0) siSize.cx = m_fScreenWidth; //设为默认窗口大小
if(siSize.cy==0) siSize.cy = m_fScreenHeight;
m_pCurrentLayer->MoveTo(piPoint);
//m_pCurrentScene->SetSize(siSize);
m_pCurrentLayer->SetVisabled(bVisabledFlag);
m_pCurrentLayer->SetDisabled(bDisabledFlag);
goto Push_Node_Stack;
}
}
Push_Node_Stack:
return;
}
//************************************
// <p>Description: 设置上级接口</p>
// <p>Parameters: </p>
// <p> IGameLayouter * pIGameLayouter</p>
// <p> LPFRAMEMANAGERHANDLE pFMHandles</p>
//
// <p>Returns: void</p>
//************************************
void CGameLayouterSinkSection::SetGameLayouter(IGameLayouter* pIGameLayouter, LPFRAMEMANAGERHANDLE pFMHandles){
m_pIGameLayouter = pIGameLayouter;
m_lpFMHandles = pFMHandles;
//返回屏幕大小
GAMEFRAMESETTING* pGameFrameSetting = m_lpFMHandles->pGameFrameDlg->GetGameFrameSetting();
m_fScreenWidth = (float)pGameFrameSetting->wScreenWidth;
m_fScreenHeight = (float)pGameFrameSetting->wScreenHeight;
}
//************************************
// <p>Description: 接口查询</p>
// <p>Parameters: </p>
// <p> const IID & Guid</p>
// <p> DWORD dwQueryVer</p>
//
// <p>Returns: void *</p>
//************************************
void * CGameLayouterSinkSection::QueryInterface(const IID & Guid, DWORD dwQueryVer){
QUERYINTERFACE(IGameLayouterSink,Guid,dwQueryVer);
QUERYINTERFACE_IUNKNOWNEX(IGameLayouterSink,Guid,dwQueryVer);
return NULL;
}
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