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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// pfGUIProgressCtrl Definition //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "pfGUIProgressCtrl.h"
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#include "pfGameGUIMgr.h"
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#include "pfGUIDialogMod.h"
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#include "plInputCore/plInputInterface.h"
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#include "pnMessage/plRefMsg.h"
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#include "pfMessage/pfGameGUIMsg.h"
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#include "plMessage/plAnimCmdMsg.h"
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#include "plMessage/plTimerCallbackMsg.h"
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// #include "plAnimation/plAGModifier.h"
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#include "plAnimation/plAGMasterMod.h"
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#include "plAnimation/plAGAnimInstance.h"
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#include "plSurface/plLayerAnimation.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "pnTimer/plTimerCallbackManager.h"
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#include "plgDispatch.h"
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#include "hsResMgr.h"
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//// Constructor/Destructor //////////////////////////////////////////////////
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pfGUIProgressCtrl::pfGUIProgressCtrl() : fStopSoundTimer(99)
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{
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fAnimTimesCalced = false;
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fPlaySound = true;
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}
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//// IEval ///////////////////////////////////////////////////////////////////
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bool pfGUIProgressCtrl::IEval( double secs, float del, uint32_t dirty )
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{
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return pfGUIValueCtrl::IEval( secs, del, dirty );
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}
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//// MsgReceive //////////////////////////////////////////////////////////////
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bool pfGUIProgressCtrl::MsgReceive( plMessage *msg )
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{
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plTimerCallbackMsg *timerMsg = plTimerCallbackMsg::ConvertNoRef(msg);
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if (timerMsg)
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{
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if (timerMsg->fID == fStopSoundTimer)
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{
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// we've finished animating, stop the sound that's playing
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StopSound(kAnimateSound);
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}
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}
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return pfGUIValueCtrl::MsgReceive( msg );
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}
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//// Read/Write //////////////////////////////////////////////////////////////
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void pfGUIProgressCtrl::Read( hsStream *s, hsResMgr *mgr )
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{
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pfGUIValueCtrl::Read(s, mgr);
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fAnimationKeys.Reset();
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uint32_t i, count = s->ReadLE32();
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for( i = 0; i < count; i++ )
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fAnimationKeys.Append( mgr->ReadKey( s ) );
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fAnimName = s->ReadSafeString();
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fAnimTimesCalced = false;
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}
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void pfGUIProgressCtrl::Write( hsStream *s, hsResMgr *mgr )
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{
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pfGUIValueCtrl::Write( s, mgr );
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uint32_t i, count = fAnimationKeys.GetCount();
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s->WriteLE32( count );
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for( i = 0; i < count; i++ )
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mgr->WriteKey( s, fAnimationKeys[ i ] );
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s->WriteSafeString( fAnimName );
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}
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//// UpdateBounds ////////////////////////////////////////////////////////////
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void pfGUIProgressCtrl::UpdateBounds( hsMatrix44 *invXformMatrix, bool force )
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{
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pfGUIValueCtrl::UpdateBounds( invXformMatrix, force );
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if( fAnimationKeys.GetCount() > 0 )
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fBoundsValid = false;
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}
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//// SetAnimationKeys ////////////////////////////////////////////////////////
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void pfGUIProgressCtrl::SetAnimationKeys( hsTArray<plKey> &keys, const plString &name )
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{
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fAnimationKeys = keys;
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fAnimName = name;
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}
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//// ICalcAnimTimes //////////////////////////////////////////////////////////
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// Loops through and computes the max begin and end for our animations. If
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// none of them are loaded and we're not already calced, returns false.
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bool pfGUIProgressCtrl::ICalcAnimTimes( void )
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{
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if( fAnimTimesCalced )
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return true;
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float tBegin = 1e30, tEnd = -1e30;
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bool foundOne = false;
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for( int i = 0; i < fAnimationKeys.GetCount(); i++ )
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{
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// Handle AGMasterMods
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plAGMasterMod *mod = plAGMasterMod::ConvertNoRef( fAnimationKeys[ i ]->ObjectIsLoaded() );
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if( mod != nil )
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{
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for( int j = 0; j < mod->GetNumAnimations(); j++ )
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{
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float begin = mod->GetAnimInstance( j )->GetTimeConvert()->GetBegin();
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float end = mod->GetAnimInstance( j )->GetTimeConvert()->GetEnd();
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if( begin < tBegin )
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tBegin = begin;
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if( end > tEnd )
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tEnd = end;
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}
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foundOne = true;
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}
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// Handle layer animations
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plLayerAnimation *layer = plLayerAnimation::ConvertNoRef( fAnimationKeys[ i ]->ObjectIsLoaded() );
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if( layer != nil )
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{
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float begin = layer->GetTimeConvert().GetBegin();
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float end = layer->GetTimeConvert().GetEnd();
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if( begin < tBegin )
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tBegin = begin;
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if( end > tEnd )
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tEnd = end;
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foundOne = true;
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}
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}
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if( foundOne )
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{
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fAnimBegin = tBegin;
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fAnimEnd = tEnd;
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fAnimTimesCalced = true;
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}
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return fAnimTimesCalced;
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}
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//// SetCurrValue ////////////////////////////////////////////////////////////
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void pfGUIProgressCtrl::SetCurrValue( float v )
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{
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int old = (int)fValue;
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pfGUIValueCtrl::SetCurrValue( v );
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// if( old == (int)fValue )
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// return;
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if( fAnimationKeys.GetCount() > 0 )
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{
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ICalcAnimTimes();
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float tLength = fAnimEnd - fAnimBegin;
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float newTime;
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if( HasFlag( kReverseValues ) )
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newTime = ( ( fMax - fValue ) / ( fMax - fMin ) ) * tLength + fAnimBegin;
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else
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newTime = ( ( fValue - fMin ) / ( fMax - fMin ) ) * tLength + fAnimBegin;
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plAnimCmdMsg *msg = new plAnimCmdMsg();
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msg->SetCmd( plAnimCmdMsg::kGoToTime );
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msg->SetAnimName( fAnimName );
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msg->fTime = newTime;
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msg->AddReceivers( fAnimationKeys );
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plgDispatch::MsgSend( msg );
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}
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}
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void pfGUIProgressCtrl::AnimateToPercentage( float percent )
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{
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// percent should be a value in range 0.0 to 1.0
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if (percent >= 0.0f && percent <= 1.0f)
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{
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pfGUIValueCtrl::SetCurrValue( (fMax - fMin) * percent + fMin );
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if( fAnimationKeys.GetCount() > 0 )
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{
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plAnimCmdMsg *msg = new plAnimCmdMsg();
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msg->SetCmd( plAnimCmdMsg::kPlayToPercentage );
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msg->SetAnimName( fAnimName );
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msg->fTime = percent;
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msg->AddReceivers( fAnimationKeys );
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plgDispatch::MsgSend( msg );
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if (fPlaySound)
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{
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// play the sound, looping
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PlaySound(kAnimateSound, true);
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// setup a timer to call back when we finish animating
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float elapsedTime = (fAnimEnd - fAnimBegin) * percent;
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plTimerCallbackMsg *timerMsg = new plTimerCallbackMsg(GetKey(), fStopSoundTimer);
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plgTimerCallbackMgr::NewTimer(elapsedTime, timerMsg);
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}
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}
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}
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}
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