// 编辑菜单 void CLogViewDlg::DoEditClearCmd() { m_LogResult.clear(); m_vctLogInfo.clear(); UpdateItemCount(); m_ProcPanel.RemoveAllOptions(); m_LevelPanel.RemoveAllOptions(); if(CConfig::GetConfig().IsClearFilterWhenClearLog()) m_FilterPanel.RemoveAllOptions(); }
void CLogViewDlg::OnTimer(UINT_PTR nIDEvent) { if(m_uDelayUpdateItemCountTimerId == nIDEvent) { KillTimer(m_uDelayUpdateItemCountTimerId); m_uDelayUpdateItemCountTimerId = 0; UpdateItemCount(); } else { __super::OnTimer(nIDEvent); } }
void GStateScene::BuyItem(GnIListCtrl* pInvenList, GnIListCtrl* pEquipList, GnINumberLabel* pMoneyLabel , GStateListCtrlItem* pItem) { if( pItem == NULL ) return; gtuint itemIndex = pItem->GetItemIndex(); GPlayingDataManager* dataMng = GPlayingDataManager::GetSingleton(); GPlayingData* playingData = dataMng->GetPlayingPlayerData(); guint32 buyMoney = GetItemInfo()->GetBuyPrice( itemIndex, 0 ); if( playingData->GetMoneyCount() < buyMoney ) return; GUserHaveItem* haveItem = dataMng->GetPlayingHaveItem(); haveItem->OpenPlayerItem( playingData->GetPlayerName() ); GItemListCtrlItem* equipItem = NULL; guint32 itemCount = haveItem->GetItemCount( pItem->GetItemIndex() ) + 1; if( itemCount == 1 ) { // add item to haveitem haveItem->AddItem( itemIndex, eItem ); // add item to list GStateUILayer* interfaceLayer = (GStateUILayer*)mpInterfaceLayer; equipItem = interfaceLayer->CreateItemCtrlItem( itemIndex ); pInvenList->AddItem( equipItem ); equipItem->SetTegID( GInterfaceLayer::LISTITEM_INVEN ); equipItem->SetItemIndex( itemIndex ); equipItem->SetItemCount( itemCount ); } else { UpdateItemCount( haveItem, pInvenList, pEquipList, itemIndex, itemCount ); } haveItem->Close(); // set money guint32 money = playingData->GetMoneyCount() - buyMoney; playingData->SetMoneyCount( money ); pMoneyLabel->SetNumber( money ); dataMng->SaveData(); }
guint32 GStateScene::SellItem(GnIListCtrl* pInvenList, GnIListCtrl* pEquipList, GnINumberLabel* pMoneyLabel , GStateListCtrlItem* pItem) { if( pItem == NULL ) return 0; GPlayingDataManager* dataMng = GPlayingDataManager::GetSingleton(); GUserHaveItem* haveItem = dataMng->GetPlayingHaveItem(); GPlayingData* playingData = dataMng->GetPlayingPlayerData(); haveItem->OpenPlayerItem( playingData->GetPlayerName() ); guint32 itemIndex = pItem->GetItemIndex(); // delete item guint32 itemCount = haveItem->GetItemCount( itemIndex ) - 1; if( itemCount < 1 ) { GItemListCtrlItem* existItem = GetListCtrlItemFromIndex( pInvenList, itemIndex ); if( existItem ) { haveItem->DeleteItem( itemIndex, eItem ); pInvenList->RemoveItem( pItem ); } existItem = GetListCtrlItemFromIndex( pEquipList, itemIndex ); if( existItem ) { haveItem->DeleteItem( itemIndex, eEquip ); pEquipList->RemoveItem( pItem ); } } else { UpdateItemCount( haveItem, pInvenList, pEquipList, itemIndex, itemCount ); } // set money guint32 sellMoney = GetItemInfo()->GetSellPrice( itemIndex, 0 ); guint32 money = sellMoney + playingData->GetMoneyCount(); playingData->SetMoneyCount( money ); pMoneyLabel->SetNumber( money ); haveItem->Close(); dataMng->SaveData(); return itemCount; }
void Launcher::OnListDeleteAllItems(const NMHDR&) { OnNoSelection(); const uint size = list.Size(); UpdateItemCount( size - (size != 0) ); }
void Launcher::OnListDeleteItem(const NMHDR&) { const uint size = list.Size(); UpdateItemCount( size - (size != 0) ); }
void Launcher::OnListInsertItem(const NMHDR&) { UpdateItemCount( list.Size() ); }