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CShotAngle.cpp
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#include "CShotAngle.h"
CShotAngle::CShotAngle()
{
m_bCreated = FALSE;
m_bVisible = false;
m_nX = 0;
m_nY = 0;
m_nWidth = 0;
m_nHeight = 0;
m_nAngle = 0;
m_nBaseLineAngle = 0;
m_nRangeAngleMin = 0;
m_nRangeAngleMax = 0;
p_pDialog = NULL;
m_pBaseLineFront = NULL; // ’n–Ę‘O
m_pBaseLineBack = NULL; // ’n–ĘŚă‚ë
m_pShotRangeMin = NULL; // ŤĹ’ᔎˊp“x
m_pShotRangeMax = NULL; // ŤĹ’ᔎˊp“x
m_pShotAngle = NULL; // ”ŽËŠp“x
}
void CShotAngle::Destroy()
{
if (m_bCreated)
{
p_pDialog->RemoveControl(m_pBaseLineFront->GetID());
m_pBaseLineFront = NULL;
p_pDialog->RemoveControl(m_pBaseLineBack->GetID());
m_pBaseLineBack = NULL;
p_pDialog->RemoveControl(m_pShotRangeMin->GetID());
m_pShotRangeMin = NULL;
p_pDialog->RemoveControl(m_pShotRangeMax->GetID());
m_pShotRangeMax = NULL;
p_pDialog->RemoveControl(m_pShotAngle->GetID());
m_pShotAngle = NULL;
m_bCreated = FALSE;
}
m_bVisible = false;
}
BOOL CShotAngle::Create(CDXUTDialog* pDialog, int nResourceIndex, int x, int y, int w,int h)
{
if (!pDialog || m_bCreated) return FALSE;
p_pDialog = pDialog;
pDialog->AddAngleLine(IDC_MAIN_AL_SHOT_ANGLE_BASE+3,
0, 0,
x,y,w,h,
false, &m_pBaseLineFront);
// SetRect( &rcTexture, ROOM_BTN_STAGE_R_RECT); // •`‰ć”ÍÍ
m_pBaseLineFront->GetElement(0)->TextureColor.Init( 0,0,0 );
m_pBaseLineFront->SetLineColor(SHOT_ANGLE_BASE_COLOR);
pDialog->AddAngleLine(IDC_MAIN_AL_SHOT_ANGLE_BASE+4,
0, 0,
x,y,w,h,
false, &m_pBaseLineBack);
// SetRect( &rcTexture, ROOM_BTN_STAGE_R_RECT); // •`‰ć”ÍÍ
m_pBaseLineBack->GetElement(0)->TextureColor.Init( 0,0,0 );
m_pBaseLineBack->SetLineColor(SHOT_ANGLE_BASE_COLOR);
pDialog->AddAngleLine(IDC_MAIN_AL_SHOT_ANGLE_BASE+1,
0, 0,
x,y,w,h,
false, &m_pShotRangeMin);
// SetRect( &rcTexture, ROOM_BTN_STAGE_R_RECT); // •`‰ć”ÍÍ
m_pShotRangeMin->GetElement(0)->TextureColor.Init( 0,0,0 );
m_pShotRangeMin->SetLineColor(SHOT_ANGLE_RANGE_COLOR);
pDialog->AddAngleLine(IDC_MAIN_AL_SHOT_ANGLE_BASE+2,
0, 0,
x,y,w,h,
false, &m_pShotRangeMax);
// SetRect( &rcTexture, ROOM_BTN_STAGE_R_RECT); // •`‰ć”ÍÍ
m_pShotRangeMax->GetElement(0)->TextureColor.Init( 0,0,0 );
m_pShotRangeMax->SetLineColor(SHOT_ANGLE_RANGE_COLOR);
pDialog->AddAngleLine(IDC_MAIN_AL_SHOT_ANGLE_BASE,
0, 0,
x,y,w,h,
false, &m_pShotAngle);
// SetRect( &rcTexture, ROOM_BTN_STAGE_R_RECT); // •`‰ć”ÍÍ
m_pShotAngle->GetElement(0)->TextureColor.Init( 0,0,0 );
m_pShotAngle->SetLineColor(SHOT_ANGLE_COLOR);
m_bCreated = TRUE;
SetLocation(x,y);
SetSize(w,h);
return TRUE;
}
void CShotAngle::OnRender(IDirect3DDevice9* pd3dDevice, float fElapsedTime)
{
m_pBaseLineBack->Render(pd3dDevice, fElapsedTime);
m_pBaseLineFront->Render(pd3dDevice, fElapsedTime);
m_pShotRangeMin->Render(pd3dDevice, fElapsedTime);
m_pShotRangeMax->Render(pd3dDevice, fElapsedTime);
m_pShotAngle->Render(pd3dDevice, fElapsedTime);
}
void CShotAngle::UpdateAngle()
{
int ns = (m_nBaseLineAngle > 90 && m_nBaseLineAngle <= 270)?-1:1;
m_pShotAngle->SetAngle(m_nAngle*ns+m_nBaseLineAngle);
m_pShotRangeMin->SetAngle(m_nRangeAngleMin*ns+m_nBaseLineAngle);
m_pShotRangeMax->SetAngle(m_nRangeAngleMax*ns+m_nBaseLineAngle);
m_pBaseLineFront->SetAngle(m_nBaseLineAngle);
m_pBaseLineBack->SetAngle( (((m_nBaseLineAngle>180)?-180:180)+m_nBaseLineAngle)%360);
}