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📄 2duimanger.cpp

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💻 CPP
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//////////////////////////////////////////////////////////////////////
// 2DUIManger.cpp: implementation for the 2DUIManger class.
//
//////////////////////////////////////////////////////////////////////

#include "2DUIManger.h"

C2DUIManger::C2DUIManger(LPDIRECT3DDEVICE9 pD3DDevice, int nscrWidth, int nscrHeight):
m_pD3DDevice(pD3DDevice),
m_nScrWidth(nscrWidth),
m_nScrHeight(nscrHeight),
m_pGameLoadBar(NULL),
m_pGameLoadFill(NULL),
m_pGameLoadGlow(NULL)
{

}

C2DUIManger::~C2DUIManger()
{
	SAFE_DELETE(m_pGameLoadBar);
	SAFE_DELETE(m_pGameLoadFill);
	SAFE_DELETE(m_pGameLoadGlow);

	SAFE_RELEASE(m_pD3DDevice);
}

LRESULT C2DUIManger::InitUI()
{
	m_pGameLoadBar = new CPanel(m_pD3DDevice, 800.0f, 50.0f, m_nScrWidth, m_nScrHeight,-1);
	m_pGameLoadBar->SetTexture(".\\UIimage\\Loading-BarBorder.tga", D3DCOLOR_XRGB(0, 0, 0));
	m_pGameLoadBar->SetDepth(1.0f);

	m_pGameLoadGlow = new CPanel(m_pD3DDevice, 400.0f, 50.0f, m_nScrWidth, m_nScrHeight, -1);
	m_pGameLoadGlow->SetTexture(".\\UIimage\\Loading-BarGlow.tga", D3DCOLOR_XRGB(0, 0, 0));
	m_pGameLoadGlow->SetDepth(0.3f);

	m_pGameLoadFill = new CPanel(m_pD3DDevice, 500.0f, 50.0f, m_nScrWidth, m_nScrHeight, -1);
	m_pGameLoadFill->SetTexture(".\\UIimage\\playerpp.tga", D3DCOLOR_XRGB(0, 0, 0));
	m_pGameLoadFill->SetDepth(0.1f);
	return D3D_OK;
}

HRESULT C2DUIManger::Render()
{
	return S_OK;
}

//更新渲染
HRESULT C2DUIManger::UpdataLoading(float fState)
{
	float nCurWidth;
	float nCurX = 0;
	nCurWidth = 710 * fState;
	nCurX =  400 * fState / 2;
	RenderLoad(nCurWidth, nCurX);
	return S_OK;
}

VOID C2DUIManger::RenderLoad(float nWidth, float nX)
{
	m_pD3DDevice->SetRenderState(D3DRS_ZENABLE,TRUE);

	m_pGameLoadGlow->setSize(nWidth, 30.0f);
	m_pGameLoadGlow->MoveTo(50.0f, 610.0f);
	m_pGameLoadGlow->Render();

	m_pGameLoadFill->setSize(nWidth, 25.0f);
	m_pGameLoadFill->MoveTo(50.0f, 610.0f);
	m_pGameLoadFill->Render();

	m_pD3DDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
	m_pGameLoadBar->MoveTo(10.0f, 600.0f);
	m_pGameLoadBar->Render();
	m_pD3DDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
}

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