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gv_num.h

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00001 /******************************************************
00002         gv System engine 3D/2D
00003 *******************************************************/
00004 
00005 #pragma once
00006 
00007 #ifndef __DX_DELAY_H__
00008 #include "gv_delay.h"
00009 #endif
00010 #include "gv_object_rect.h"
00011 
00015 class gv_NUM
00016 {
00017 public:
00018         gv_NUM(void);
00019         ~gv_NUM(void);
00020         gv_OBJECT_RECT* m_pN;
00021         gv_OBJECT_RECT* m_pN2;
00022         gv_OBJECT_RECT* m_pN3;
00023         gv_OBJECT_RECT* m_pN4; // ½ºÇɳѹö¿ë.
00024         gm_rect_2d* m_pRectZone;
00025         int iMode;      
00026         int m_iDisplayNum;      
00027         int m_iSize;
00028         int m_iCurrentAction;
00029         bool m_bShow;
00030         int m_xpos;
00031         int m_ypos;
00032         int m_toNum;
00033         float m_fDelay;
00034         bool m_bShowLock;
00036         int m_iPerValue;
00037         int iAlign;
00038         bool m_bFirstFor;
00039         bool m_b20000;
00040         //
00042         float m_fDelaySub;
00044         gv_DELAY m_DelayDown;
00045         float m_fDefaultDelayDownTime;
00046         
00047         int m_iSoundUp;
00048         int m_iSoundDown;
00049         int m_toNumAmount;
00050         int m_toNumAmountTemp;
00051         
00055         int Initialize(void);
00063         int Initialize(char* szFontNames);      
00064 
00065         int Render(void);
00066         int SetNum(int iValue);
00067         int SetNumNow(int iValue);
00068 
00072         int Update(void);
00073         int UpdateValue(void);  
00074         int SetSize(int iSize);
00075         int SetPos(float x, float y);
00076         int SetToNum(int iValue, float fDelay=0.0f);
00077         int SetPerValue(int iValue);
00078         int Clear(void);
00079         void SetDelaySpeed(float ftime);
00080 
00083         gv_NUM* mpTargetDownNum;
00084         int miTargetDownNum;
00085         void DownAfterSetNum(gv_NUM* pNum);
00086 };
00087 
00088 
00089 
00090 
00091 

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