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DXUTguiIME.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\DXUT\Optional\DXUTguiIME.h
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//-------------------------------------------------------------------------------------- // File: DXUTguiIME.h // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #pragma once #ifndef DXUT_IME_H #define DXUT_IME_H #include
#include
#include
//-------------------------------------------------------------------------------------- // Forward declarations //-------------------------------------------------------------------------------------- class CDXUTIMEEditBox; //----------------------------------------------------------------------------- // IME-enabled EditBox control //----------------------------------------------------------------------------- #define MAX_COMPSTRING_SIZE 256 class CDXUTIMEEditBox : public CDXUTEditBox { public: static HRESULT CreateIMEEditBox( CDXUTDialog *pDialog, int ID, LPCWSTR strText, int x, int y, int width, int height, bool bIsDefault=false, CDXUTIMEEditBox** ppCreated=NULL ); CDXUTIMEEditBox( CDXUTDialog *pDialog = NULL ); virtual ~CDXUTIMEEditBox(); static void InitDefaultElements( CDXUTDialog *pDialog ); static void WINAPI Initialize( HWND hWnd ); static void WINAPI Uninitialize(); static HRESULT WINAPI StaticOnCreateDevice(); static bool WINAPI StaticMsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); static void WINAPI SetImeEnableFlag( bool bFlag ); virtual void Render( float fElapsedTime ); virtual bool MsgProc( UINT uMsg, WPARAM wParam, LPARAM lParam ); virtual bool HandleMouse( UINT uMsg, POINT pt, WPARAM wParam, LPARAM lParam ); virtual void UpdateRects(); virtual void OnFocusIn(); virtual void OnFocusOut(); void PumpMessage(); virtual void RenderCandidateReadingWindow( float fElapsedTime, bool bReading ); virtual void RenderComposition( float fElapsedTime ); virtual void RenderIndicator( float fElapsedTime ); protected: static void WINAPI EnableImeSystem( bool bEnable ); static WORD WINAPI GetLanguage(){ return ImeUi_GetLanguage(); } static WORD WINAPI GetPrimaryLanguage() { return ImeUi_GetPrimaryLanguage(); } static void WINAPI SendKey( BYTE nVirtKey ); static DWORD WINAPI GetImeId( UINT uIndex = 0 ){ return ImeUi_GetImeId( uIndex ); }; static void WINAPI CheckInputLocale(); static void WINAPI CheckToggleState(); static void WINAPI SetupImeApi(); static void WINAPI ResetCompositionString(); static void SetupImeUiCallback(); protected: enum { INDICATOR_NON_IME, INDICATOR_CHS, INDICATOR_CHT, INDICATOR_KOREAN, INDICATOR_JAPANESE }; struct CCandList { CUniBuffer HoriCand; // Candidate list string (for horizontal candidate window) int nFirstSelected; // First character position of the selected string in HoriCand int nHoriSelectedLen; // Length of the selected string in HoriCand RECT rcCandidate; // Candidate rectangle computed and filled each time before rendered }; static POINT s_ptCompString; // Composition string position. Updated every frame. static int s_nFirstTargetConv; // Index of the first target converted char in comp string. If none, -1. static CUniBuffer s_CompString; // Buffer to hold the composition string (we fix its length) static DWORD s_adwCompStringClause[MAX_COMPSTRING_SIZE]; static CCandList s_CandList; // Data relevant to the candidate list static WCHAR s_wszReadingString[32];// Used only with horizontal reading window (why?) static bool s_bImeFlag; // Is ime enabled // Color of various IME elements D3DCOLOR m_ReadingColor; // Reading string color D3DCOLOR m_ReadingWinColor; // Reading window color D3DCOLOR m_ReadingSelColor; // Selected character in reading string D3DCOLOR m_ReadingSelBkColor; // Background color for selected char in reading str D3DCOLOR m_CandidateColor; // Candidate string color D3DCOLOR m_CandidateWinColor; // Candidate window color D3DCOLOR m_CandidateSelColor; // Selected candidate string color D3DCOLOR m_CandidateSelBkColor; // Selected candidate background color D3DCOLOR m_CompColor; // Composition string color D3DCOLOR m_CompWinColor; // Composition string window color D3DCOLOR m_CompCaretColor; // Composition string caret color D3DCOLOR m_CompTargetColor; // Composition string target converted color D3DCOLOR m_CompTargetBkColor; // Composition string target converted background D3DCOLOR m_CompTargetNonColor; // Composition string target non-converted color D3DCOLOR m_CompTargetNonBkColor;// Composition string target non-converted background D3DCOLOR m_IndicatorImeColor; // Indicator text color for IME D3DCOLOR m_IndicatorEngColor; // Indicator text color for English D3DCOLOR m_IndicatorBkColor; // Indicator text background color // Edit-control-specific data int m_nIndicatorWidth; // Width of the indicator symbol RECT m_rcIndicator; // Rectangle for drawing the indicator button #if defined(DEBUG) || defined(_DEBUG) static bool m_bIMEStaticMsgProcCalled; #endif }; #endif // DXUT_IME_H
DXUTguiIME.h
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