Example #1
0
void CN3UIBase::Render()
{
	if (!m_bVisible) return;	// 보이지 않으면 자식들을 render하지 않는다.

	for(UIListReverseItor itor = m_Children.rbegin(); m_Children.rend() != itor; ++itor)
	{
		CN3UIBase* pChild = (*itor);
		pChild->Render();

		//this_ui
		CN3UIBase* pCUI = NULL;
		pCUI = pChild->m_pChildUI;
		while(pCUI)
		{
			pCUI->Render();
			pCUI = pCUI->m_pChildUI;
		}
	}
}
Example #2
0
void CN3UIButton::Render()
{
 	if(!m_bVisible) return;

	switch(m_eState)
	{
	case UI_STATE_BUTTON_NORMAL:
		{
			if (m_ImageRef[BS_NORMAL]) m_ImageRef[BS_NORMAL]->Render();
		}
		break;
	case UI_STATE_BUTTON_DOWN:
	case UI_STATE_BUTTON_DOWN_2CHECKDOWN:
	case UI_STATE_BUTTON_DOWN_2CHECKUP:
		{
			if (m_ImageRef[BS_DOWN]) m_ImageRef[BS_DOWN]->Render();
		}
		break;
	case UI_STATE_BUTTON_ON:
		{
			if (m_ImageRef[BS_ON]) m_ImageRef[BS_ON]->Render();
		}
		break;
	case UI_STATE_BUTTON_DISABLE:
		{
			if (m_ImageRef[BS_DISABLE]) m_ImageRef[BS_DISABLE]->Render();
		}
	}

	int i = 0;
	for(UIListReverseItor itor = m_Children.rbegin(); m_Children.rend() != itor; ++itor)
	{
		CN3UIBase* pChild = (*itor);
		for(i = 0; i < NUM_BTN_STATE; i++) // 버튼의 구성 요소가 아닌지 보고..
			if(pChild == m_ImageRef[i]) break;
		if(i >= NUM_BTN_STATE) pChild->Render(); // 버튼 차일드가 아니면 렌더링..
	}
}
Example #3
0
void CUIItemExchange::Render()
{
    if (!m_bVisible) return;	// 보이지 않으면 자식들을 render하지 않는다.
    POINT ptCur = CGameProcedure::s_pLocalInput->MouseGetPos();
    m_pUITooltipDlg->DisplayTooltipsDisable();

    bool bTooltipRender = false;
    __IconItemSkill* spItem;

    for(UIListReverseItor itor = m_Children.rbegin(); m_Children.rend() != itor; ++itor)
    {
        CN3UIBase* pChild = (*itor);
        pChild->Render();
        if ( (pChild->UIType() == UI_TYPE_ICON) && (pChild->GetStyle() & UISTYLE_ICON_HIGHLIGHT) )
        {
            bTooltipRender = true;
            spItem = GetHighlightIconItem( (CN3UIIcon* )pChild );
        }
    }

    if ( bTooltipRender )
        m_pUITooltipDlg->DisplayTooltipsEnable(ptCur.x, ptCur.y, spItem );
}