mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 15:11:39 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
471
Code/wwui/merchandisectrl.cpp
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471
Code/wwui/merchandisectrl.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWUI *
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* *
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* $Archive:: /Commando/Code/wwui/merchandisectrl.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/10/02 2:55p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "merchandisectrl.h"
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#include "stylemgr.h"
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#include "mousemgr.h"
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#include "assetmgr.h"
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#include "texture.h"
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#include "dialogbase.h"
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#include "vector4.h"
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//////////////////////////////////////////////////////////////////////
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// Local constants
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//////////////////////////////////////////////////////////////////////
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static const float BUTTON_WIDTH = 16.0F;
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static const float BUTTON_HEIGHT = 16.0F;
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//////////////////////////////////////////////////////////////////////
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//
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// MerchandiseCtrlClass
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//
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//////////////////////////////////////////////////////////////////////
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MerchandiseCtrlClass::MerchandiseCtrlClass (void) :
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UserData (0),
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Cost (0),
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CurrentTextureIndex (0),
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Count (0)
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{
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//
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// Set the font for the text renderer
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//
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StyleMgrClass::Assign_Font (&NameTextRenderer, StyleMgrClass::FONT_TOOLTIPS);
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StyleMgrClass::Assign_Font (&CostTextRenderer, StyleMgrClass::FONT_HEADER);
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StyleMgrClass::Assign_Font (&CountTextRenderer, StyleMgrClass::FONT_TOOLTIPS);
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StyleMgrClass::Configure_Renderer (&ControlRenderer);
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StyleMgrClass::Configure_Renderer (&TextureRenderer);
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StyleMgrClass::Configure_Renderer (&ButtonRenderer);
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StyleMgrClass::Configure_Renderer (&HilightRenderer);
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StyleMgrClass::Configure_Hilighter (&HilightRenderer);
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TextureRenderer.Enable_Texturing (true);
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ButtonRenderer.Enable_Texturing (true);
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//
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// Pass the texture onto the renderer
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//
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TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("hud_cnc_Button.tga", TextureClass::MIP_LEVELS_1);
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ButtonRenderer.Set_Texture (texture);
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REF_PTR_RELEASE (texture);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// ~MerchandiseCtrlClass
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//
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//////////////////////////////////////////////////////////////////////
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MerchandiseCtrlClass::~MerchandiseCtrlClass (void)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create_Text_Renderer
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::Create_Text_Renderer (void)
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{
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//
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// Convert the cost to a string
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//
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WideStringClass cost_text;
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cost_text.Format (L"%d", Cost);
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//
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// Render the text
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//
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NameTextRenderer.Reset ();
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CostTextRenderer.Reset ();
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CountTextRenderer.Reset ();
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StyleMgrClass::Render_Text (Title, &NameTextRenderer, RGB_TO_INT32 (255, 255, 255), RGB_TO_INT32 (0, 0, 0), TextRect, true, true, StyleMgrClass::LEFT_JUSTIFY, true);
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StyleMgrClass::Render_Text (cost_text, &CostTextRenderer, RGB_TO_INT32 (255, 255, 255), RGB_TO_INT32 (0, 0, 0), CostRect, true, true, StyleMgrClass::LEFT_JUSTIFY, true);
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//
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// Render the counter (if necessary)
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//
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if (Count > 1) {
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//
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// Convert the count to a string
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//
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WideStringClass count_text;
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count_text.Format (L"%d", Count);
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StyleMgrClass::Render_Text (count_text, &CountTextRenderer, RGB_TO_INT32 (255, 255, 255), RGB_TO_INT32 (0, 0, 0), CountRect, true, true, StyleMgrClass::CENTER_JUSTIFY, true);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Render
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//
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//////////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::Render (void)
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{
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//
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// Update the text renderer (if necessary)
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//
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if (IsDirty) {
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Create_Text_Renderer ();
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Create_Control_Renderer ();
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Create_Texture_Renderer ();
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}
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//
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// Render the parts of the control
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//
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TextureRenderer.Render ();
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ControlRenderer.Render ();
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NameTextRenderer.Render ();
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CostTextRenderer.Render ();
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CountTextRenderer.Render ();
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ButtonRenderer.Render ();
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HilightRenderer.Render ();
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DialogControlClass::Render ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Update_Client_Rect
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::Update_Client_Rect (void)
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{
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//
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// Set the client area
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//
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ClientRect = Rect;
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ClientRect.Inflate (Vector2 (-1, -1));
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//
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// Make the texture rectangle the 2/3 of the space
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//
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TextureRect = Rect;
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TextureRect.Bottom = int(TextureRect.Top + (Rect.Height () * 0.667F));
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//
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// Make the cost rect use up 60% of the remaining space
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//
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CostRect = Rect;
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CostRect.Top = int(TextureRect.Bottom + 1);
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CostRect.Bottom = CostRect.Top + int((Rect.Bottom - TextureRect.Bottom) * 0.6F);
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//
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// The rest of the space goes to the text rect
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//
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TextRect = Rect;
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TextRect.Top = CostRect.Bottom;
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//
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// The counter lives in the upper-right corner
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//
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CountRect = Rect;
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CountRect.Left = CountRect.Left + int(Rect.Width () * 0.75F);
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CountRect.Bottom = CountRect.Top + int(TextureRect.Height () * 0.25F);
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Set_Dirty ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_Set_Cursor
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::On_Set_Cursor (const Vector2 &mouse_pos)
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{
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//
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// Change the mouse cursor
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//
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MouseMgrClass::Set_Cursor (MouseMgrClass::CURSOR_ACTION);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create_Control_Renderer
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::Create_Control_Renderer (void)
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{
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Render2DClass &renderer = ControlRenderer;
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//
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// Configure this renderer
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//
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renderer.Reset ();
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HilightRenderer.Reset ();
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ButtonRenderer.Reset ();
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renderer.Enable_Texturing (false);
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//
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// Determine which color to draw the outline in
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//
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int color = StyleMgrClass::Get_Line_Color ();
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int bkcolor = StyleMgrClass::Get_Bk_Color ();
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if (IsEnabled == false) {
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color = StyleMgrClass::Get_Disabled_Line_Color ();
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bkcolor = StyleMgrClass::Get_Disabled_Bk_Color ();
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}
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//
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// Draw the outlines
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//
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if (Count > 0) {
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StyleMgrClass::Render_Hilight (&HilightRenderer, Rect);
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}
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//
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// Draw the cycle button in the upper right corner...
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//
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if (TextureNameList.Count () > 1) {
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//
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// Draw the button
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//
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RectClass button_rect;
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button_rect.Right = Rect.Right - 1;
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button_rect.Top = Rect.Top + 2;
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button_rect.Left = int(button_rect.Right - (BUTTON_WIDTH * StyleMgrClass::Get_X_Scale ()));
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button_rect.Bottom = int(button_rect.Top + (BUTTON_HEIGHT * StyleMgrClass::Get_Y_Scale ()));
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ButtonRenderer.Add_Quad (button_rect);
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}
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//
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// Convert the cost to a string
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//
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WideStringClass cost_text;
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cost_text.Format (L"%d", Cost);
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//
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// Get the dimensions of the text
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//
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Vector2 name_extents = NameTextRenderer.Get_Text_Extents (Title);
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Vector2 cost_extents = CostTextRenderer.Get_Text_Extents (cost_text);
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//
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// Build rectangles for the backdrops of the cost and text
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//
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RectClass text_rect = TextRect;
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RectClass cost_rect = CostRect;
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text_rect.Right = int(text_rect.Left + name_extents.X + 4.0F);
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cost_rect.Right = int(cost_rect.Left + cost_extents.X + 4.0F);
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//
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// Clip the backdrop to the bounding rectangle
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//
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text_rect.Right = min (text_rect.Right, Rect.Right);
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cost_rect.Right = min (cost_rect.Right, Rect.Right);
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//
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// Render the text backdrops
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//
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Vector4 vector_color;
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INT32_TO_VRGBA (color, vector_color);
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vector_color.W = 0.0F;
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renderer.Add_Quad_HGradient (text_rect, color, VRGBA_TO_INT32 (vector_color));
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renderer.Add_Quad_HGradient (cost_rect, color, VRGBA_TO_INT32 (vector_color));
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Create_Texture_Renderer
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::Create_Texture_Renderer (void)
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{
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/*float smallest_dim = min (TextureRect.Width (), TextureRect.Height ());
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RectClass rect;
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rect.Left = int(TextureRect.Left + (TextureRect.Width () * 0.5F) - (smallest_dim * 0.5F));
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rect.Top = int(TextureRect.Top + (TextureRect.Height () * 0.5F) - (smallest_dim * 0.5F));
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rect.Right = int(rect.Left + smallest_dim);
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rect.Bottom = int(rect.Top + smallest_dim);*/
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//
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// Darken the bitmap if its disabled
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//
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int color = 0xFFFFFFFF;
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if (IsEnabled == false) {
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color = RGB_TO_INT32 (96, 96, 96);
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}
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//
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// Configure this renderer
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//
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TextureRenderer.Reset ();
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TextureRenderer.Add_Quad (Rect, color);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Set_Texture
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::Set_Texture (const char *texture_name)
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{
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CurrentTextureIndex = 0;
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//
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// Cache the texture name
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//
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TextureNameList.Delete_All ();
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TextureNameList.Add (texture_name);
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//
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// Pass the texture onto the renderer
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//
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TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (texture_name, TextureClass::MIP_LEVELS_1);
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TextureRenderer.Set_Texture (texture);
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REF_PTR_RELEASE (texture);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Add_Alternate_Texture
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::Add_Alternate_Texture (const char *texture_name)
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{
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TextureNameList.Add (texture_name);
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Set_Dirty ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_LButton_Down
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::On_LButton_Down (const Vector2 &mouse_pos)
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{
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RectClass button_rect;
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button_rect.Right = Rect.Right - 1;
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button_rect.Top = Rect.Top + 2;
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button_rect.Left = int(button_rect.Right - (BUTTON_WIDTH * StyleMgrClass::Get_X_Scale ()));
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button_rect.Bottom = int(button_rect.Top + (BUTTON_HEIGHT * StyleMgrClass::Get_Y_Scale ()));
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//
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// Did the user click in the cycle button?
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//
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if (TextureNameList.Count () > 1 && button_rect.Contains (mouse_pos)) {
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//
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// Cycle to the next texture
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//
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CurrentTextureIndex ++;
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if (CurrentTextureIndex >= TextureNameList.Count ()) {
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CurrentTextureIndex = 0;
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}
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//
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// Pass the texture onto the renderer
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//
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TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (TextureNameList[CurrentTextureIndex], TextureClass::MIP_LEVELS_1);
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if (texture != NULL) {
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TextureRenderer.Set_Texture (texture);
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REF_PTR_RELEASE (texture);
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}
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Set_Dirty ();
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} else {
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//
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// Notify the owner that this item has been purchased
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//
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ADVISE_NOTIFY (On_Merchandise_Selected (this, Get_ID ()));
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// On_LButton_DblClk
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//
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////////////////////////////////////////////////////////////////
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void
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MerchandiseCtrlClass::On_LButton_DblClk (const Vector2 &mouse_pos)
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{
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RectClass button_rect;
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button_rect.Right = Rect.Right - 1;
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button_rect.Top = Rect.Top + 2;
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button_rect.Left = int(button_rect.Right - (BUTTON_WIDTH * StyleMgrClass::Get_X_Scale ()));
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button_rect.Bottom = int(button_rect.Top + (BUTTON_HEIGHT * StyleMgrClass::Get_Y_Scale ()));
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//
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// Did the user click in the cycle button?
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//
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if (TextureNameList.Count () == 0 || button_rect.Contains (mouse_pos) == false) {
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//
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// Notify the owner that this item has been double-clicked
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//
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ADVISE_NOTIFY (On_Merchandise_DblClk (this, Get_ID ()));
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}
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return ;
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}
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Reference in New Issue
Block a user