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📄 gameobjectslider.h

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// ***************************************************************
//  GameObject   version:  1.0
//  -------------------------------------------------------------
//	File Name:	GameObjectSlider.h
//	Created:	2007/07/31
//	Modified:	2007/07/31   23:28
//	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.
// ***************************************************************
#ifndef GAME_OBJECT_SLIDER_HEAD_FILE
#define GAME_OBJECT_SLIDER_HEAD_FILE

#pragma once

#include "Objectcom.h"
#include "gameobject.h"
#include "gamegroup.h"
#include "GameObjectSprite.h"

#define CN_SLIDER_TYPE_NORMAL			0
#define CN_SLIDER_TYPE_EXTEND			1

#define CN_SLIDER_DIRECTION_LEFTRIGHT	1
#define CN_SLIDER_DIRECTION_RIGHTLEFT	2
#define CN_SLIDER_DIRECTION_TOPBOTTOM	3
#define CN_SLIDER_DIRECTION_BOTTOMTOP	4

class OBJECT_COM_CLASS CGameObjectSlider :
	public IGameObjectSlider, public CGameGroup
{
private:
	_SIZE				m_siInterval;				//间距
protected:
	CResource*			m_pResource;				//图片资源
	WORD				m_wCurrent;					//当前值
	WORD				m_wMax;						//最大值
	WORD				m_wMin;						//最小值
	WORD				m_wSliderType;				//滑动类型
	WORD				m_wStep;					//步长值
	WORD				m_wDirection;				//增长方向
	CGameObjectSprite	m_GOBar;					//Bar的图形
	CGameObjectSprite	m_GOBlock;					//Block的图形
	bool				m_bDropping;				//是否拖动中
	HWND				m_hWnd;						//HGE窗口句柄

private:
	//计算间隔
	void CalcInterval();

public:
	CGameObjectSlider(void);
	virtual ~CGameObjectSlider(void);

	//公共相关方法
public:
	//对象创建
	virtual bool __cdecl Create(LPCTSTR lpName, _SIZE siSize, CResource* pResource, _RECT rcBar, _RECT rcBlock, WORD wSliderType=CN_SLIDER_TYPE_NORMAL, WORD wDirection = CN_SLIDER_DIRECTION_LEFTRIGHT, WORD wMax=1, WORD wMin=0, WORD wStep=1);
	//渲染对象
	virtual void __cdecl Render(WPARAM wParam=NULL);
	//调整当前值
	virtual bool __cdecl Increase(bool bFlag=true);

public:
	//返回当前值
	virtual WORD __cdecl GetCurrent();
	//返回增长方向
	virtual WORD __cdecl GetDirection();
	//返回最大值
	virtual WORD __cdecl GetMax();
	//返回最小值
	virtual WORD __cdecl GetMin();
	//返回滑动类型
	virtual WORD __cdecl GetSliderType();
	//返回步长值
	virtual WORD __cdecl GetStep();
	//设置BAR的纹理区域
	virtual void __cdecl SetBarRect(_RECT rcRect);
	//设置BLOCK的纹理区域
	virtual void __cdecl SetBlockRect(_RECT rcRect);
	//设置当前值
	virtual void __cdecl SetCurrent(WORD wCurrent);
	//设置增长方向
	virtual void __cdecl SetDirection(WORD wDirection);
	//设置最大值
	virtual void __cdecl SetMax(WORD wMax);
	//设置最小值
	virtual void __cdecl SetMin(WORD wMin);
	//设置图片资源
	virtual void __cdecl SetResource(CResource* pResource);
	//设置滑动类型
	virtual void __cdecl SetSliderType(WORD wType);
	//设置步长值
	virtual void __cdecl SetStep(WORD wStep);

	//模板方法
public:
	//是否有效
	virtual bool __cdecl IsValid() { return AfxIsValidAddress(this,sizeof(CGameObjectSlider))?true:false;};
	//释放对象
	virtual bool __cdecl Release() { if (IsValid()) delete this; return true; };
	//接口查询
	virtual void * __cdecl QueryInterface(const IID & Guid, DWORD dwQueryVer);

public:
	//操作重载
	CGameObjectSlider& operator=(CGameObjectSlider& GameObject);

	//事件处理
public:
	//鼠标移动
	virtual bool __cdecl OnMouseMove(float x, float y, UINT nComboKey);
	//鼠标点击
	virtual bool __cdecl OnMouseClick(float x, float y, int nType, UINT nMessage, UINT nComboKey);
	//鼠标移出
	virtual bool __cdecl OnMouseOut(float x, float y, int nType, UINT nMessage, UINT nComboKey);
	//键盘事件
	virtual bool __cdecl OnKeyDown(TCHAR nKey, UINT nFlag);
};

#endif

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