Quote:
Originally Posted by Xio.
I doubt thats true. How would it be fixed by trails?
|
I'm reading directly from the source. Taken, it's a very old source.
The dword tick count you see is checked, but the check isn't active in my version of the source.
Code:
void CMyShellDlg::OnTimer(UINT nIDEvent)
{
static DWORD dwTicks = 0;
dwTicks ++;
...
switch (g_uStatus)
...
case ( _STATUS_NORMAL ):
{
...
ShowAniCursor(m_szCursorAni);
...
}
...
CDialog::OnTimer(nIDEvent);
}
Code:
void CMyShellDlg::ShowAniCursor(char* szCursorAni)
{
if (!szCursorAni && strlen(szCursorAni)<=0)
return;
CAni* pCursorAni = g_objGameDataSet.GetDataAni ( ( char * )g_strControlAni, szCursorAni, EXIGENCE_IMMEDIATE ) ;
if ( pCursorAni )
{
CPoint mousePnt;
CRect rect;
::GetCursorPos( &mousePnt );
this->GetWindowRect( rect );
mousePnt.x -= rect.left;
mousePnt.y -= rect.top;
int nFrame = (::TimeGet()/200)%pCursorAni->GetFrameAmount();
pCursorAni->Show ( nFrame,
mousePnt.x,
mousePnt.y);
}
}