void  CCollectingWnd::Update()
{
#if __VER >= 11 // __SYS_COLLECTING
	if(!g_pPlayer) return;
	CItemElem* pCollector = g_pPlayer->GetCollector();

	if(pCollector)
	{
		char		szTemp[64];
		CWndStatic* pLevel   = (CWndStatic*)GetDlgItem( WIDC_STATIC3 );

		memset(szTemp, 0, 64);
		sprintf(szTemp, "%d  /  5", pCollector->GetAbilityOption());
		pLevel->SetTitle(szTemp);
	}
#endif
}
void CCollectingWnd::OnInitialUpdate() 
{ 
	CWndNeuz::OnInitialUpdate(); 
#if __VER >= 11 // __SYS_COLLECTING
	// 여기에 코딩하세요
	if(!g_pPlayer) return;
	CItemElem* pCollector = g_pPlayer->GetCollector();

	if(pCollector)
	{
		char		szTemp[64];
		//CWndStatic* pBettery = (CWndStatic*)GetDlgItem( WIDC_STATIC5 );
		CWndStatic* pLevel   = (CWndStatic*)GetDlgItem( WIDC_STATIC3 );
		CWndStatic* pPic1    = (CWndStatic*)GetDlgItem( WIDC_PIC1 );
		CWndStatic* pPic2    = (CWndStatic*)GetDlgItem( WIDC_PIC2 );
		LPWNDCTRL lpWndCtrl1 	= GetWndCtrl( WIDC_STATIC1 );
		LPWNDCTRL lpWndCtrl2 	= GetWndCtrl( WIDC_STATIC2 );
		LPWNDCTRL	lpGauge		= GetWndCtrl( WIDC_GAUGE );
		CRect 		rect		= GetClientRect();
		CRect 		rectTemp;
		int 		nWidthClient= lpGauge->rect.Width();
		int			nMax		= CCollectingProperty::GetInstance()->GetMaxBattery();
		int			nRatio		= pCollector->m_nHitPoint / nMax; 
		int			nWidth		= nWidthClient * nRatio;
		int			nBtryRemain = pCollector->m_nHitPoint;

		if(nBtryRemain < 0)  nBtryRemain = 0;
		m_BetteryRect	= lpWndCtrl1->rect;
		m_LevelRect		= lpWndCtrl2->rect;
		
		if(!m_pVBGauge)
			m_pApp->m_pd3dDevice->CreateVertexBuffer( sizeof( TEXTUREVERTEX2 ) * 3 * 6, D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFVF_TEXTUREVERTEX2, D3DPOOL_DEFAULT, &m_pVBGauge, NULL );

		m_pTexGauEmptyNormal = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff );
		m_pTexGauFillNormal  = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff );
		/*m_texGauEmptyNormal.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff, TRUE );
		m_texGauEmptySmall.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptySmall.bmp" ), 0xffff00ff, TRUE );
		m_texGauFillNormal.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff, TRUE );
		m_texGauFillSmall.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptySmall.bmp" ), 0xffff00ff, TRUE );
		*/
		wsprintf(m_pbufText, "%d / %d (%d%%)", nBtryRemain, nMax, nRatio * 100);
		
		m_nGWidth = nWidth;
		rect = lpGauge->rect;
		rectTemp = rect; 
		rectTemp.right = rectTemp.left + nWidth;
		ClientToScreen( rectTemp );
		//m_bVBGauge = m_pTheme->MakeGaugeVertex( m_pApp->m_pd3dDevice, &rect, 0x640010ff, m_pVBGauge, m_pTexGauFillNormal );

		memset(szTemp, 0, 64);
		sprintf(szTemp, "%d  /  5", pCollector->GetAbilityOption());
		pLevel->SetTitle(szTemp);
		m_pTexBatt  = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, _T( "Icon_ColBattery.tga" )), 0xffff00ff );
		m_pTexLevel = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, _T( "Icon_ColLevel.tga" )), 0xffff00ff );
		
		/*
		if(!m_pModel) m_pModel = new CModelObject;
		m_pModel = (CModelObject*)prj.m_modelMng.LoadModel( g_Neuz.m_pd3dDevice, OT_ITEM, pCollector->m_dwItemId );
		m_pModel->InitDeviceObjects( g_Neuz.GetDevice() );*/
	}

	// 윈도를 중앙으로 옮기는 부분.
	CRect rectRoot = m_pWndRoot->GetLayoutRect();
	CRect rectWindow = GetWindowRect();
	CPoint point( rectRoot.right - rectWindow.Width(), 110 );
	Move( point );
	
#endif
}