Ejemplo n.º 1
0
        static void Main(string[] args)
        {
            StateWindow window = new StateWindow(1000, 800, "Test", OpenTK.GameWindowFlags.Default);

            window.PushState(new TestState());
            window.Run(60.0);
            window.Dispose();
        }
Ejemplo n.º 2
0
        static void Main(string[] args)
        {
            Genus2D.GameData.Preloader.PreLoadData();
            StateWindow window = new StateWindow(1200, 800, "RPG Game", OpenTK.GameWindowFlags.FixedWindow);

            window.PushState(new States.LoginState());
            window.Run(60.0);
            window.Dispose();
        }
Ejemplo n.º 3
0
 void AddStateWindow(FiniteState state)
 {
     StateWindow wnd = new StateWindow();
     state.WindowRect.width = Mathf.Clamp(state.WindowRect.width,150,Mathf.Infinity);
     state.WindowRect.height = Mathf.Clamp(state.WindowRect.height,100,Mathf.Infinity);
     wnd.state = state;
     StateWindowMap.Add(state,wnd);
     StateWindows.Add(wnd);
 }
Ejemplo n.º 4
0
 public EventPenjualan(StateWindow state, FSRESTAURANT.EVENT_PENJUALANRow epr)
 {
     dataep = new FSRESTAURANT.EVENT_PENJUALANDataTable();
     InitializeComponent();
     this.state = state;
     eprow      = epr;
     data       = new FSRESTAURANT.EVENT_PENJUALAN_DETAILDataTable();
     temp       = new FSRESTAURANT.EVENT_PENJUALAN_DETAILDataTable();
     lblUp.Text = uppayment.ToString("N2");
 }
Ejemplo n.º 5
0
 private void Start()
 {
     characters  = new List <Character>();
     stateWindow = stateWindowObj.GetComponent <StateWindow>();
     for (int i = 0; i < slot.Count; i++)
     {
         ObjectPool.Instance.MakeObj(transform, slot[i].gameObject, 1);
         ObjectPool.Instance.Deque(slot[i].name, new Vector2(SpawnPosX[i], transform.position.y));
         characters.Add(transform.GetChild(i).GetComponent <Character>());
         CharactersStateBarSetting(i);
         StartCoroutine(characters[i].ApplyHPRecovery());
     }
 }
Ejemplo n.º 6
0
 private void reverseState()
 {
     if (state == StateWindow.insert)
     {
         state = StateWindow.update;
     }
     else
     {
         state = StateWindow.insert;
     }
     btnDelete.Enabled       =
         btnUpdate.Enabled   =
             btnBook.Enabled = true;
     btnInsert.Enabled       = cbCustomer.Enabled = cbEvent.Enabled = false;
 }
Ejemplo n.º 7
0
        public EventInsert(StateWindow state, FSRESTAURANT.EVENT_HEADERRow header)
        {
            this.state = state;
            eheader    = header;
            InitializeComponent();
            //fill data from menu and fill the listbox
            MainForm.adapterMgr.MENU_HEADERTableAdapter.Fill(menudt);
            lbMenu.DisplayMember = "MENU_NAME";
            lbMenu.ValueMember   = "MENU_ID";
            dv = menudt.AsDataView();
            lbMenu.DataSource = dv;
            dv.Sort           = "MENU_ID";
            switch (state)
            {
            case StateWindow.insert:
                btnUpdate.Enabled = false;
                btnDelete.Enabled = false;
                break;

            case StateWindow.update:
                btnInsert.Enabled  = false;
                tbNama.Text        = header.EVENT_NAME;
                dtStart.Value      = header.EVENT_START;
                dtStop.Value       = header.EVENT_STOP;
                tbDescription.Text = header.DESCRIPTION;
                nmCapacity.Value   = header.EVENT_HEAD_LIMIT;
                evdetail           = new FSRESTAURANT.EVENT_DETAILDataTable();
                foreach (FSRESTAURANT.EVENT_DETAILRow item in eheader.GetEVENT_DETAILRows())
                {
                    evdetail.ImportRow(item);
                }
                break;

            default:
                break;
            }
            evdetail.EVENT_IDColumn.AllowDBNull = true;
            DataColumn dc = new DataColumn("NAMA MENU", typeof(string));

            evdetail.Columns.Add(dc);
            dvdetail = evdetail.AsDataView();
            dgEventDetail.DataSource = evdetail;
        }
Ejemplo n.º 8
0
        private void Button_Click(object sender, RoutedEventArgs e)
        {
            var source = e.Source as FrameworkElement;

            Debug.Assert(source != null, "Button_Click - source != null");
            switch (source.Name)
            {
            case "Button0":
            {
                var window = new ParentChild.ParentWindow {
                    Owner = this
                };
                window.Show();
            }
            break;

            case "Button1":
            {
                var window = new ActivateWindow {
                    Owner = this, ShowActivated = false
                };
                window.Show();
            }
            break;

            case "Button2":
            {
                var window = new ClosingWindow {
                    Owner = this
                };
                window.Show();
            }
            break;

            case "Button3":
            {
                var window1 = new LocationWindowCenterOwner {
                    Owner = this
                };
                window1.Show();
                var window2 = new LocationWindowCenterScreen {
                    Owner = this
                };
                window2.Show();
                var window3 = new LocationWindowManual {
                    Owner = this
                };
                window3.Show();
            }
            break;

            case "Button4":
            {
                var window1 = new ZOrderWindowTopmost {
                    Owner = this
                };
                window1.Show();
                var window2 = new ZOrderWindow {
                    Owner = this
                };
                window2.Show();
            }
            break;

            case "Button5":
            {
                var window = new StateWindow {
                    Owner = this
                };
                window.Show();
            }
            break;

            case "Button6":
            {
                var window = new DarstellungWindow {
                    Owner = this
                };
                window.Show();
            }
            break;
            }
        }
Ejemplo n.º 9
0
        /// <summary>
        /// 打开多波形界面
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        void OnBtnShowStateWindow(object sender, RoutedEventArgs e)
        {
            StateWindow win = new StateWindow();

            win.ShowDialog();
        }
Ejemplo n.º 10
0
    // Select a window at the passed screen position
    public void SelectWindow(Vector2 position)
    {
        NodeWindow lastActiveWin = ActiveWindow;

        ActiveWindow = null;
        // Loop backwards through all the windows
        for ( int i = m_Windows.Count-1; i >=0; i-- )
        {
            NodeWindow nodeWin = m_Windows[i];
            // If the position is in the window
            if (ActiveWindow == null && nodeWin.IsInWindow(position))
            {
                nodeWin.Active = true;
                ActiveWindow = nodeWin;

                StateWindow sWin = nodeWin as StateWindow;
                if (sWin == null)
                {
                    // If the node is not a state node (no transition drawing), then we are now dragging the window
                    Dragging = true;
                }
                else
                {
                    if (!m_drawingNewTransition)
                    {
                        // If we are in the state window's dragging area and not in the transition drawing area, start dragging
                        if (sWin.IsInDraggingArea(position))
                        {
                            Dragging = true;
                        }
                        else
                        {
                            // Start drawing a new transition
                            m_drawingNewTransition = true;
                            m_newTransitionStart = position;
                            m_fromStateWindow = sWin;
                        }
                    }
                    else
                    {
                        // Finish drawing transition and create a new one
                        m_drawingNewTransition = false;
                        AT_StateTransition trans = CreateNewTransition( m_fromStateWindow, sWin );
                        ActiveWindow = GetCorrespondingWindow(trans);
                    }
                }
            }
            else
            {
                nodeWin.Active = false;
            }
        }

        if (ActiveWindow != null)
        {
            Selection.activeGameObject = ActiveWindow.GetTreeNode().gameObject;

            // Put the selected window at the back of the window list so it is drawn on top of other windows
            m_Windows.Remove(ActiveWindow);
            m_Windows.Add(ActiveWindow);
            ActiveWindow.Active = true;
            RefreshVariablesWindow();
        }
        else
        {
        }

        DateTime newClickTime = DateTime.Now;
        // If we clicked on the same window again
        if (lastActiveWin == ActiveWindow)
        {
            float timeDiff = (float)(DateTime.Now.Subtract(m_lastTimeWindowSelected).TotalSeconds);
            if (timeDiff < 1)
            {
                // Double-clicked on same window
                if (ActiveWindow != null)
                {
                    AT_ContainerNode cont = ActiveWindow.GetTreeNode() as AT_ContainerNode;
                    if (cont != null)
                    {
                        if (cont.Expandable)
                        {
                            // Select a child so that we draw all the children of this container
                            if (cont.Children.Count > 0)
                            {
                                Selection.activeGameObject = cont.Children[0].gameObject;
                            }
                            else
                            {
                                if (cont.transform.childCount > 0)
                                {
                                    Selection.activeGameObject = cont.transform.GetChild(0).gameObject;
                                }
                            }
                        }
                    }

                }
                else // Double-clicked in open space
                {
                    // Move up to the next container node in the tree
                    AT_ContainerNode cont = null;
                    if (m_activeContainer != null && m_activeContainer.Parent != null)
                    {
                         cont = FindNextContainerNode(m_activeContainer.Parent.gameObject);
                    }
                    else
                    {
                        cont = FindNextContainerNode(Selection.activeGameObject.transform.parent.gameObject);
                    }

                    // If we can move up, do so
                    if (cont != null)
                    {
                        if (cont.gameObject != m_selectedAnimationTree.Root.gameObject)
                        {
                            Selection.activeGameObject = cont.transform.GetChild(0).gameObject;
                        }
                        else
                        {
                            Selection.activeGameObject = cont.gameObject;
                        }
                    }
                }
                // Store the min clicked time to reset double click calculation
                newClickTime = DateTime.MinValue;
            }
        }

        m_lastTimeWindowSelected = newClickTime;

        // Check if we clicked the control variables window
        if (m_controlVarsWindow != null && m_controlVarsWindow.IsInWindow(position))
        {
            ActiveWindow = m_controlVarsWindow;
        }
    }
Ejemplo n.º 11
0
    // Add a new transition between the passed states to the current state-machine
    AT_StateTransition CreateNewTransition(StateWindow fromStateWin, StateWindow toStateWin)
    {
        if (fromStateWin == toStateWin)
        {
            return null;
        }

        AT_StateMachine sm = m_activeContainer as AT_StateMachine;
        AT_StateTransition trans = sm.AddTransition(fromStateWin.GetTreeNode() as AT_State, toStateWin.GetTreeNode() as AT_State);

        // Set these as dirty so Unity knows they need to be saved
        sm.SetDirty();
        trans.SetDirty();

        RebuildTreeGraph();
        Selection.activeGameObject = trans.gameObject;
        return trans;
    }