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[SOURCE]Char erstellung RGB Haarfarbe

Discussion on [SOURCE]Char erstellung RGB Haarfarbe within the Flyff PServer Guides & Releases forum part of the Flyff Private Server category.

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Old   #1
 
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Join Date: Mar 2010
Posts: 3,148
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[SOURCE]Char erstellung RGB Haarfarbe

Wenn ihr dies einbaut könnt ihr bei der Charerstellung die Haarfarbe via RGB auswählen



WndTitle.cpp

sucht

Code:
CWndCreateChar::CWndCreateChar()
{
fügt darunter ein

Code:
#ifdef __NEW_COLOR_CHANGE
	memset( m_ColorRect, 0, sizeof(CRect)*3 );
	memset( m_fColor, 0, sizeof(FLOAT)*3 );
	m_bLButtonClick   = FALSE;
	m_ChoiceBar = -1;

#endif
ersetzt

Code:
		if( pElem && pElem->m_pObject3D )
	{

			if( m_Player.m_bySex == SEX_MALE )
		{
			pElem->m_pObject3D->m_fAmbient[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			pElem->m_pObject3D->m_fAmbient[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			pElem->m_pObject3D->m_fAmbient[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
		else
		{
			pElem->m_pObject3D->m_fAmbient[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			pElem->m_pObject3D->m_fAmbient[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			pElem->m_pObject3D->m_fAmbient[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
	}
mit dem

Code:
#ifdef __NEW_COLOR_CHANGE
	if( pElem && pElem->m_pObject3D )
	{
		if( m_Player.m_bySex == SEX_MALE )
		{
			pElem->m_pObject3D->m_fAmbient[0] = m_fColor[0];
			pElem->m_pObject3D->m_fAmbient[1] = m_fColor[1];
			pElem->m_pObject3D->m_fAmbient[2] = m_fColor[2];
		}
		else
		{
			pElem->m_pObject3D->m_fAmbient[0] = m_fColor[0];
			pElem->m_pObject3D->m_fAmbient[1] = m_fColor[1];
			pElem->m_pObject3D->m_fAmbient[2] = m_fColor[2];
		}
	}
#else
		if( pElem && pElem->m_pObject3D )
	{

			if( m_Player.m_bySex == SEX_MALE )
		{
			pElem->m_pObject3D->m_fAmbient[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			pElem->m_pObject3D->m_fAmbient[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			pElem->m_pObject3D->m_fAmbient[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
		else
		{
			pElem->m_pObject3D->m_fAmbient[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			pElem->m_pObject3D->m_fAmbient[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			pElem->m_pObject3D->m_fAmbient[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
	}

#endif
fügt unter

Code:
	viewport.X      = p2DRender->m_ptOrigin.x;// + 5;
	viewport.Y      = p2DRender->m_ptOrigin.y;// + 5;
	viewport.Width  = p2DRender->m_clipRect.Width();
	viewport.Height = p2DRender->m_clipRect.Height();
	viewport.MinZ   = 0.0f;
	viewport.MaxZ   = 1.0f;
	pd3dDevice->SetViewport(&viewport);
das ein

Code:
	#ifdef __NEW_COLOR_CHANGE
		for( int i=0; i<3; i++ )
	{
		CPoint pt = CPoint( m_ColorScrollBar[i].x - ( m_Texture.m_size.cx / 2 ), m_ColorScrollBar[i].y );

		m_Texture.Render( p2DRender, pt );
	}


#endif

fügt unter
Code:
	CWndStatic* pWnd2ndPasswordText =  ( CWndStatic* )GetDlgItem( WIDC_STATIC_2ND_PASSWORD_TEXT );
	assert( pWnd2ndPasswordText );
#if __VER >= 15 // __2ND_PASSWORD_SYSTEM
	pWnd2ndPasswordText->m_dwColor = D3DCOLOR_ARGB( 255, 255, 0, 0 );

	CWndEdit* pWnd2ndPassword = ( CWndEdit* )GetDlgItem( WIDC_EDIT_2ND_PASSWORD );
	assert( pWnd2ndPassword );
	pWnd2ndPassword->AddWndStyle( EBS_PASSWORD | EBS_AUTOHSCROLL | EBS_NUMBER );
	pWnd2ndPassword->SetMaxStringNumber( MAX_2ND_PASSWORD_NUMBER );
	CWndEdit* pWnd2ndPasswordConfirm = ( CWndEdit* )GetDlgItem( WIDC_EDIT_2ND_PASSWORD_CONFIRM );
	assert( pWnd2ndPasswordConfirm );
	pWnd2ndPasswordConfirm->AddWndStyle( EBS_PASSWORD | EBS_AUTOHSCROLL | EBS_NUMBER );
	pWnd2ndPasswordConfirm->SetMaxStringNumber( MAX_2ND_PASSWORD_NUMBER );
#else // __2ND_PASSWORD_SYSTEM
	pWnd2ndPasswordText->EnableWindow( FALSE );
#endif // __2ND_PASSWORD_SYSTEM
das ein

Code:
#ifdef __NEW_COLOR_CHANGE
	CRect rect = GetWindowRect( TRUE );
	O3D_ELEMENT* pElem = m_pModel->GetParts( PARTS_HAIR );
	
	if( pElem && pElem->m_pObject3D )
	{

			if( m_Player.m_bySex == SEX_MALE )
		{
			m_fColor[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			m_fColor[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			m_fColor[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
		else
		{
			m_fColor[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			m_fColor[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			m_fColor[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
	}


	LPWNDCTRL lpWndCtrl;

	lpWndCtrl = GetWndCtrl( WIDC_CUSTOM_R );
	rect = lpWndCtrl->rect;
	m_ColorRect[0].left   = rect.left;
	m_ColorRect[0].top    = rect.top;
	m_ColorRect[0].right  = rect.right;
	m_ColorRect[0].bottom = rect.bottom;
	m_ColorRect[0] = rect;

	lpWndCtrl = GetWndCtrl( WIDC_CUSTOM_G );
	rect = lpWndCtrl->rect;
	m_ColorRect[1].left   = rect.left;
	m_ColorRect[1].top    = rect.top;
	m_ColorRect[1].right  = rect.right;
	m_ColorRect[1].bottom = rect.bottom;
	m_ColorRect[1] = rect;
	
	lpWndCtrl = GetWndCtrl( WIDC_CUSTOM_B );
	rect = lpWndCtrl->rect;
	m_ColorRect[2].left   = rect.left;
	m_ColorRect[2].top    = rect.top;
	m_ColorRect[2].right  = rect.right;
	m_ColorRect[2].bottom = rect.bottom;
	m_ColorRect[2] = rect;

	ReSetBar( m_fColor[0], m_fColor[1], m_fColor[2] );

	m_Texture.LoadTexture( g_Neuz.GetDevice(), MakePath( DIR_THEME, "yellowbuttten.tga" ), 0xffff00ff, TRUE );



#endif
fügt diese funktion ein

Code:
#ifdef __NEW_COLOR_CHANGE
void CWndCreateChar::OnLButtonUp( UINT nFlags, CPoint point ) 
{ 
#if __VER >= 8 //__CSC_VER8_4
	m_ChoiceBar = -1;
#endif //__CSC_VER8_4
	m_bLButtonClick = FALSE;
} 

void CWndCreateChar::OnLButtonDown( UINT nFlags, CPoint point ) 
{ 
#if __VER >= 8 //__CSC_VER8_4
	int i;
	



	for( i=0; i<3; i++ )
	{
		CRect DrawRect = m_ColorRect[i];
		if(DrawRect.PtInRect( point ))
			m_ChoiceBar = i;
	}
	
#endif //__CSC_VER8_4
	m_bLButtonClick = TRUE;
} 
void CWndCreateChar::OnMouseWndSurface( CPoint point )
{
/*
#if __VER >= 8 //__CSC_VER8_4
	CRect rect = CRect( 44, 198, 186, 398 );
#else
	CRect rect = CRect( 22, 198, 186, 298 );
#endif //__CSC_VER8_4
	if( !rect.PtInRect( point ) )
		m_bLButtonClick = FALSE;*/

#if __VER >= 8 //__CSC_VER8_4
	if( m_ChoiceBar != -1 && m_bLButtonClick )
	{
		CRect DrawRect = m_ColorRect[m_ChoiceBar];
		point.x = (point.x > DrawRect.right) ? DrawRect.right : point.x;
		point.x = (point.x < DrawRect.left) ? DrawRect.left : point.x;
		
		LONG Width = DrawRect.right - DrawRect.left;
		LONG Pos   = point.x - DrawRect.left;
		
		FLOAT p = ((FLOAT)((FLOAT)Pos / (FLOAT)Width));
			
#ifdef __Y_HAIR_BUG_FIX
		D3DXVECTOR2 vec1= D3DXVECTOR2( 0.0f, 1.0f );
		D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f );
#else //__Y_HAIR_BUG_FIX
		D3DXVECTOR2 vec1= D3DXVECTOR2( 0.3f, 0.998f );
		D3DXVECTOR2 vec2= D3DXVECTOR2( 0.998f, 0.998f );
#endif //__Y_HAIR_BUG_FIX
		D3DXVECTOR2 vec3;
			
		D3DXVec2Lerp( &vec3, &vec1, &vec2, p );
		
		m_fColor[m_ChoiceBar] = vec3.x;
			
		m_ColorScrollBar[m_ChoiceBar].x = point.x;
			

	}
#else
	
	for( int i=0; i<3; i++ )
	{
		CRect DrawRect = m_ColorRect[i];

		DrawRect.top    -= 22;
		DrawRect.bottom -= 22;
	
		if( DrawRect.PtInRect( point ) && m_bLButtonClick )
		{
			point.x = (point.x > DrawRect.right) ? DrawRect.right : point.x;
			
			LONG Width = DrawRect.right - DrawRect.left;
			LONG Pos   = point.x - DrawRect.left;
			
			FLOAT p = ((FLOAT)((FLOAT)Pos / (FLOAT)Width));

#ifdef __Y_HAIR_BUG_FIX
			D3DXVECTOR2 vec1= D3DXVECTOR2( 0.0f, 1.0f );
			D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f );
#else //__Y_HAIR_BUG_FIX
			D3DXVECTOR2 vec1= D3DXVECTOR2( 0.3f, 1.0f );
			D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f );
#endif //__Y_HAIR_BUG_FIX
			D3DXVECTOR2 vec3;

			D3DXVec2Lerp( &vec3, &vec1, &vec2, p );
			
			m_fColor[i] = vec3.x;
			
			m_ColorScrollBar[i].x = point.x;

	
		}
	}
#endif //__CSC_VER8_4
}
void CWndCreateChar::ReSetBar( FLOAT r, FLOAT g, FLOAT b )
{
#ifdef __Y_HAIR_BUG_FIX
	FLOAT fR = (r/1.0f) * 100.0f;
	FLOAT fG = (g/1.0f) * 100.0f;
	FLOAT fB = (b/1.0f) * 100.0f;
#else //__Y_HAIR_BUG_FIX
	FLOAT fR = ((r-0.3f)/(1.0f - 0.3f)) * 100.0f;
	FLOAT fG = ((g-0.3f)/(1.0f - 0.3f)) * 100.0f;
	FLOAT fB = ((b-0.3f)/(1.0f - 0.3f)) * 100.0f;
#endif //__Y_HAIR_BUG_FIX


#if __VER >= 8 //__CSC_VER8_4
	m_ColorScrollBar[0].x = (LONG)( (((m_ColorRect[0].right-m_ColorRect[0].left) * fR) / 100.0f) + m_ColorRect[0].left );
	m_ColorScrollBar[0].y = m_ColorRect[0].top;
	m_ColorScrollBar[1].x = (LONG)( (((m_ColorRect[1].right-m_ColorRect[1].left) * fG) / 100.0f) + m_ColorRect[1].left );
	m_ColorScrollBar[1].y = m_ColorRect[1].top;
	m_ColorScrollBar[2].x = (LONG)( (((m_ColorRect[2].right-m_ColorRect[2].left) * fB) / 100.0f) + m_ColorRect[2].left );
	m_ColorScrollBar[2].y = m_ColorRect[2].top;
#else
	m_ColorScrollBar[0].x = (LONG)( (((m_ColorRect[0].right-m_ColorRect[0].left) * fR) / 100.0f) + m_ColorRect[0].left );
	m_ColorScrollBar[0].y = m_ColorRect[0].top - 20;
	m_ColorScrollBar[1].x = (LONG)( (((m_ColorRect[1].right-m_ColorRect[1].left) * fG) / 100.0f) + m_ColorRect[1].left );
	m_ColorScrollBar[1].y = m_ColorRect[1].top - 20;
	m_ColorScrollBar[2].x = (LONG)( (((m_ColorRect[2].right-m_ColorRect[2].left) * fB) / 100.0f) + m_ColorRect[2].left );
	m_ColorScrollBar[2].y = m_ColorRect[2].top - 20;
#endif //__CSC_VER8_4



}
#endif
fügt unter

Code:
BOOL CWndCreateChar::Initialize( CWndBase* pWndParent, DWORD dwStyle )
{

	
	CRect rect = m_pWndRoot->MakeCenterRect( 590, 400 );
das ein

Code:
#ifdef __NEW_COLOR_CHANGE
m_Texture.LoadTexture( g_Neuz.GetDevice(), MakePath( DIR_THEME, "yellowbuttten.tga" ), 0xffff00ff, TRUE );
#endif
fügt unter

Code:
		case WIDC_HAIRSTYLE_LEFT: // hair
			m_Player.m_byHairMesh--;
			if( m_Player.m_byHairMesh < 0 )
				m_Player.m_byHairMesh = MAX_BASE_HAIR - 1;
CMover::UpdateParts( m_Player.m_bySex, m_Player.m_bySkinSet, m_Player.m_byFace, m_Player.m_byHairMesh, m_Player.m_byHeadMesh, m_Player.m_aEquipInfo, m_pModel, NULL );
das ein

Code:
#ifdef __NEW_COLOR_CHANGE

	
			if( m_Player.m_bySex == SEX_MALE )
		{
			m_fColor[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			m_fColor[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			m_fColor[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
		else
		{
			m_fColor[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			m_fColor[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			m_fColor[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}

	
	ReSetBar( m_fColor[0], m_fColor[1], m_fColor[2] );
#endif

fügt unter

Code:
		case WIDC_HAIRSTYLE_RIGHT: // hair
			m_Player.m_byHairMesh++;
			if( m_Player.m_byHairMesh >= MAX_BASE_HAIR )
				m_Player.m_byHairMesh = 0;
CMover::UpdateParts( m_Player.m_bySex, m_Player.m_bySkinSet, m_Player.m_byFace, m_Player.m_byHairMesh, m_Player.m_byHeadMesh, m_Player.m_aEquipInfo, m_pModel, NULL );
das ein

Code:
#ifdef __NEW_COLOR_CHANGE


			if( m_Player.m_bySex == SEX_MALE )
		{
			m_fColor[0] = (nMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			m_fColor[1] = (nMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			m_fColor[2] = (nMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
		else
		{
			m_fColor[0] = (nFeMaleHairColor[m_Player.m_byHairMesh][0])/255.f;
			m_fColor[1] = (nFeMaleHairColor[m_Player.m_byHairMesh][1])/255.f;
			m_fColor[2] = (nFeMaleHairColor[m_Player.m_byHairMesh][2])/255.f;
		}
	
	ReSetBar( m_fColor[0], m_fColor[1], m_fColor[2] );
#endif

ersetzt das

Code:
								if( m_Player.m_bySex == SEX_MALE )
				{
					dwHairColor = D3DCOLOR_ARGB( 255, nMaleHairColor[m_Player.m_byHairMesh][0],
													nMaleHairColor[m_Player.m_byHairMesh][1],
													nMaleHairColor[m_Player.m_byHairMesh][2] );
				}
				else
				{
					dwHairColor = D3DCOLOR_ARGB( 255, nFeMaleHairColor[m_Player.m_byHairMesh][0],
													nFeMaleHairColor[m_Player.m_byHairMesh][1],
													nFeMaleHairColor[m_Player.m_byHairMesh][2] );
				}
durch

Code:
#ifdef __NEW_COLOR_CHANGE
					BYTE nColorR = (BYTE)( (m_fColor[0] * 255) );
					BYTE nColorG = (BYTE)( (m_fColor[1] * 255) );
					BYTE nColorB = (BYTE)( (m_fColor[2] * 255) );
					dwHairColor = D3DCOLOR_ARGB( 255, nColorR,
													nColorG,
													nColorB );

#else
								if( m_Player.m_bySex == SEX_MALE )
				{
					dwHairColor = D3DCOLOR_ARGB( 255, nMaleHairColor[m_Player.m_byHairMesh][0],
													nMaleHairColor[m_Player.m_byHairMesh][1],
													nMaleHairColor[m_Player.m_byHairMesh][2] );
				}
				else
				{
					dwHairColor = D3DCOLOR_ARGB( 255, nFeMaleHairColor[m_Player.m_byHairMesh][0],
													nFeMaleHairColor[m_Player.m_byHairMesh][1],
													nFeMaleHairColor[m_Player.m_byHairMesh][2] );
				}
#endif



wndtitle.h

fügt unter

Code:
public:
	void DeleteCharacter();
	void UpdateCharacter();
	void Connected();
	void OnDestroyChildWnd( CWndBase* pWndChild );

	BOOL SetMotion( CModelObject* pModel, DWORD dwIndex, DWORD dwMotion, int nLoop, DWORD dwOption );
		
	void SelectCharacter( int i );

	virtual BOOL    Process();
	virtual HRESULT InitDeviceObjects();
	virtual HRESULT RestoreDeviceObjects();
	virtual HRESULT InvalidateDeviceObjects();
	virtual HRESULT DeleteDeviceObjects();
	virtual void	OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);

END_WNDCLASS

BEGIN_WNDCLASS( CWndCreateChar )
	CWndButton   m_wndAccept   ;
	CModelObject* m_pModel;

	PLAYER m_Player;

	void SetSex( int nSex );
	void Connected();

das ein

Code:
#ifdef __NEW_COLOR_CHANGE

	//virtual void OnMouseWndSurface( CPoint point );
	virtual void OnMouseWndSurface( CPoint point );
	void    ReSetBar( FLOAT r, FLOAT g, FLOAT b );
	CRect			 m_ColorRect[3];
	FLOAT			 m_fColor[3];
	CPoint			 m_ColorScrollBar[3];
	CPoint			 m_OriginalColorScrollBar[3];
	CTexture         m_Texture;
	int				 m_ChoiceBar;
	BOOL			 m_bLButtonClick;

#endif


resdata.h
Code:
#define WIDC_CUSTOM_R 1213
#define WIDC_CUSTOM_G 1214
#define WIDC_CUSTOM_B 1215

resdata.inc müsst ihr dann selber damit machen
also 3 bars mit den oberen customs einfügen für die 3 rgb balken


es ist das selbe wie bei ROF da Zoey das von mir hat


100% von mir
Jopsi332 is offline  
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Old 09/18/2012, 21:27   #2
 
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An sich eine tolle Idee und eine nette Kleinigkeit,
nur finde ich dass das Fenster total scheiße aufgebaut ist.

Außerdem passt das RGB-Auswahlfenster nicht zum V19-Fenster XD


Anmerkung von Mentus: "Useless." ;D
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Old 09/18/2012, 21:28   #3
 
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Quote:
Anmerkung von Mentus: "Useless." ;D
Ey das wollte ich gerade schreiben ;<

Naja ich finds so scheisse , würde es mit den buttons irgendwie verlinken damit würde es besser aussehn .
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Old 09/18/2012, 21:30   #4
 
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mir egal ob useless oder net
da leute meinene es verkaufen zu wollen release ich es

edit @marvin
das war n altes screen sieht bei mir mittlerweile so aus

xD
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Old 09/18/2012, 21:46   #5
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Quote:
Originally Posted by Jopsi332 View Post
mir egal ob useless oder net
da leute meinene es verkaufen zu wollen release ich es

edit @marvin
das war n altes screen sieht bei mir mittlerweile so aus

xD
Sieht gut aus.
Useless finde ich es nicht. Marvin hat es bereits schon gesagt, es ist eine nette Kleinigkeit.
(Da erspart man ein wenig Geld und ein NPC. Kleine Anmerkung.)
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Old 09/19/2012, 07:08   #6
 
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Ich finds nett , nichts tolles aber nett
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Old 09/19/2012, 09:25   #7



 
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Also ich Finds nicht schlecht.
Im Gegensatz zu anderen beteildigst du dich.

Und wie ich bereits gesagt hab in Skype, solltest du den Grünen farbbalken einen Pixel nach rechts verschieben.

Und mach lieber das, was ich dir vorgeschlagen habe. Die Möglichkeiten hast du ja nun.
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Old 09/21/2012, 20:02   #8
 
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Ich finde es ist eine super idee und macht die chars von anfang an ein bischen indivueller...

(Aber mal erlich 432 Warnings geht das nicht auch mit weniger)
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Old 09/22/2012, 00:02   #9
 
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Ich hab kein einzigen warning
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Old 09/22/2012, 10:51   #10
 
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Quote:
Originally Posted by Jopsi332 View Post
Ich hab kein einzigen warning
Komisch ich bekomme hunderte male volgende warnings:
Code:
\Resource\ResData.h(1682): warning C4005: 'WIDC_CUSTOM_R' : macro redefinition
\Source\Resource\ResData.h(1683): warning C4005: 'WIDC_CUSTOM_G' : macro redefinition
\Source\Resource\ResData.h(1493) : see previous definition of 'WIDC_CUSTOM_G'
\Source\Resource\ResData.h(1684): warning C4005: 'WIDC_CUSTOM_B' : macro redefinition
\Source\Resource\ResData.h(1495) : see previous definition of 'WIDC_CUSTOM_B'
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Old 09/22/2012, 11:08   #11

 
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@N8Schatten lies dochmal die Warnings genau ôo
Du hast schon WIDC_CUSTOM_R/G/B irgendwo definiert (ResData.h), oder es ist mehrmals im Code definiert etc

Eine alternative währe andere zu testen wie zb:
WIDC_CREATEHAIRCOLOR_R/G/B

hilft bei mir immer^^
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Old 09/22/2012, 11:23   #12
 
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Stimmt hatte ich ganz übersehen das die schon drin wahren^^
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Old 09/23/2012, 00:29   #13
 
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Blöde Frage, aber wo muss ich diese Funktion einbauen?
Code:
#ifdef __NEW_COLOR_CHANGE
void CWndCreateChar::OnLButtonUp( UINT nFlags, CPoint point ) 
{ 
#if __VER >= 8 //__CSC_VER8_4
	m_ChoiceBar = -1;
#endif //__CSC_VER8_4
	m_bLButtonClick = FALSE;
} 

void CWndCreateChar::OnLButtonDown( UINT nFlags, CPoint point ) 
{ 
#if __VER >= 8 //__CSC_VER8_4
	int i;
	



	for( i=0; i<3; i++ )
	{
		CRect DrawRect = m_ColorRect[i];
		if(DrawRect.PtInRect( point ))
			m_ChoiceBar = i;
	}
	
#endif //__CSC_VER8_4
	m_bLButtonClick = TRUE;
} 
void CWndCreateChar::OnMouseWndSurface( CPoint point )
{
/*
#if __VER >= 8 //__CSC_VER8_4
	CRect rect = CRect( 44, 198, 186, 398 );
#else
	CRect rect = CRect( 22, 198, 186, 298 );
#endif //__CSC_VER8_4
	if( !rect.PtInRect( point ) )
		m_bLButtonClick = FALSE;*/

#if __VER >= 8 //__CSC_VER8_4
	if( m_ChoiceBar != -1 && m_bLButtonClick )
	{
		CRect DrawRect = m_ColorRect[m_ChoiceBar];
		point.x = (point.x > DrawRect.right) ? DrawRect.right : point.x;
		point.x = (point.x < DrawRect.left) ? DrawRect.left : point.x;
		
		LONG Width = DrawRect.right - DrawRect.left;
		LONG Pos   = point.x - DrawRect.left;
		
		FLOAT p = ((FLOAT)((FLOAT)Pos / (FLOAT)Width));
			
#ifdef __Y_HAIR_BUG_FIX
		D3DXVECTOR2 vec1= D3DXVECTOR2( 0.0f, 1.0f );
		D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f );
#else //__Y_HAIR_BUG_FIX
		D3DXVECTOR2 vec1= D3DXVECTOR2( 0.3f, 0.998f );
		D3DXVECTOR2 vec2= D3DXVECTOR2( 0.998f, 0.998f );
#endif //__Y_HAIR_BUG_FIX
		D3DXVECTOR2 vec3;
			
		D3DXVec2Lerp( &vec3, &vec1, &vec2, p );
		
		m_fColor[m_ChoiceBar] = vec3.x;
			
		m_ColorScrollBar[m_ChoiceBar].x = point.x;
			

	}
#else
	
	for( int i=0; i<3; i++ )
	{
		CRect DrawRect = m_ColorRect[i];

		DrawRect.top    -= 22;
		DrawRect.bottom -= 22;
	
		if( DrawRect.PtInRect( point ) && m_bLButtonClick )
		{
			point.x = (point.x > DrawRect.right) ? DrawRect.right : point.x;
			
			LONG Width = DrawRect.right - DrawRect.left;
			LONG Pos   = point.x - DrawRect.left;
			
			FLOAT p = ((FLOAT)((FLOAT)Pos / (FLOAT)Width));

#ifdef __Y_HAIR_BUG_FIX
			D3DXVECTOR2 vec1= D3DXVECTOR2( 0.0f, 1.0f );
			D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f );
#else //__Y_HAIR_BUG_FIX
			D3DXVECTOR2 vec1= D3DXVECTOR2( 0.3f, 1.0f );
			D3DXVECTOR2 vec2= D3DXVECTOR2( 1.0f, 1.0f );
#endif //__Y_HAIR_BUG_FIX
			D3DXVECTOR2 vec3;

			D3DXVec2Lerp( &vec3, &vec1, &vec2, p );
			
			m_fColor[i] = vec3.x;
			
			m_ColorScrollBar[i].x = point.x;

	
		}
	}
#endif //__CSC_VER8_4
}
void CWndCreateChar::ReSetBar( FLOAT r, FLOAT g, FLOAT b )
{
#ifdef __Y_HAIR_BUG_FIX
	FLOAT fR = (r/1.0f) * 100.0f;
	FLOAT fG = (g/1.0f) * 100.0f;
	FLOAT fB = (b/1.0f) * 100.0f;
#else //__Y_HAIR_BUG_FIX
	FLOAT fR = ((r-0.3f)/(1.0f - 0.3f)) * 100.0f;
	FLOAT fG = ((g-0.3f)/(1.0f - 0.3f)) * 100.0f;
	FLOAT fB = ((b-0.3f)/(1.0f - 0.3f)) * 100.0f;
#endif //__Y_HAIR_BUG_FIX


#if __VER >= 8 //__CSC_VER8_4
	m_ColorScrollBar[0].x = (LONG)( (((m_ColorRect[0].right-m_ColorRect[0].left) * fR) / 100.0f) + m_ColorRect[0].left );
	m_ColorScrollBar[0].y = m_ColorRect[0].top;
	m_ColorScrollBar[1].x = (LONG)( (((m_ColorRect[1].right-m_ColorRect[1].left) * fG) / 100.0f) + m_ColorRect[1].left );
	m_ColorScrollBar[1].y = m_ColorRect[1].top;
	m_ColorScrollBar[2].x = (LONG)( (((m_ColorRect[2].right-m_ColorRect[2].left) * fB) / 100.0f) + m_ColorRect[2].left );
	m_ColorScrollBar[2].y = m_ColorRect[2].top;
#else
	m_ColorScrollBar[0].x = (LONG)( (((m_ColorRect[0].right-m_ColorRect[0].left) * fR) / 100.0f) + m_ColorRect[0].left );
	m_ColorScrollBar[0].y = m_ColorRect[0].top - 20;
	m_ColorScrollBar[1].x = (LONG)( (((m_ColorRect[1].right-m_ColorRect[1].left) * fG) / 100.0f) + m_ColorRect[1].left );
	m_ColorScrollBar[1].y = m_ColorRect[1].top - 20;
	m_ColorScrollBar[2].x = (LONG)( (((m_ColorRect[2].right-m_ColorRect[2].left) * fB) / 100.0f) + m_ColorRect[2].left );
	m_ColorScrollBar[2].y = m_ColorRect[2].top - 20;
#endif //__CSC_VER8_4



}
#endif
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Old 09/23/2012, 00:31   #14
 
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einfach zwischen 2 anderen ?
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Old 09/23/2012, 00:58   #15
 
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ahhh, verstehe.

Eine Frage noch...
Was muss ich in der resdata.inc genau machen? ich verstehe dasnicht so ganz :/
N Sample-Code da?
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