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CategoryIcon.cpp
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CategoryIcon.cpp
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#include "stdafx.h"
#include "CategoryIcon.h"
CategoryIcon::CategoryIcon(UTFWin::IWindow* window, Category skibidi)
{
mapItemWindow = window;
myCat = skibidi;
string16 products;
products = u" ";
mapItemWindow->FindWindowByID(id("zurgtasticZ"))->FindWindowByID(id("countZ"))->SetCaption(products.c_str());
}
CategoryIcon::~CategoryIcon()
{
}
// For internal use, do not modify.
int CategoryIcon::AddRef()
{
return DefaultRefCounted::AddRef();
}
// For internal use, do not modify.
int CategoryIcon::Release()
{
return DefaultRefCounted::Release();
}
// You can extend this function to return any other types your class implements.
void* CategoryIcon::Cast(uint32_t type) const
{
CLASS_CAST(Object);
CLASS_CAST(IWinProc);
CLASS_CAST(CategoryIcon);
return nullptr;
}
// This method returns a combinations of values in UTFWin::EventFlags.
// The combination determines what types of events (messages) this window procedure receives.
// By default, it receives mouse/keyboard input and advanced messages.
int CategoryIcon::GetEventFlags() const
{
return kEventFlagBasicInput | kEventFlagAdvanced;
}
// The method that receives the message. The first thing you should do is probably
// checking what kind of message was sent...
bool CategoryIcon::HandleUIMessage(IWindow* window, const Message& message)
{
if (message.eventType == MessageType::kMsgButtonClick)
{
FabricatorSystemA.RenderRecipies(myCat.Cat);
return true;
}
// Return true if the message was handled, and therefore no other window procedure should receive it.
return false;
}