void ZItemCountDlg::UpdateDlg() { char szText[ 256]; CCPicture* pPicture = (CCPicture*)GetIDLResource()->FindWidget( "TradeCountableItem_ItemIcon"); if ( pPicture && m_pItemIcon) pPicture->SetBitmap( m_pItemIcon); // 현재 수량이 올바른 범위내에 있는지 검사 m_nCurrCount = max(m_nCurrCount, m_nMin); m_nCurrCount = min(m_nCurrCount, m_nMax); CCLabel* pLabel = (CCLabel*)GetIDLResource()->FindWidget( "TradeCountableItem_Calculate"); if (pLabel) { if (m_mode == ZICD_SENDACCOUNT || m_mode == ZICD_BRINGACCOUNT) { sprintf( szText, "%s x %d", m_strItemName.c_str(), m_nCurrCount); pLabel->SetText( szText); } else if (m_mode == ZICD_SELL || m_mode == ZICD_BUY) { sprintf( szText, "%s (%d bounty) x %d", m_strItemName.c_str(), m_nPrice, m_nCurrCount); pLabel->SetText( szText); } } if (m_mode == ZICD_SELL || m_mode == ZICD_BUY) { pLabel = (CCLabel*)GetIDLResource()->FindWidget( "TradeCountableItem_Total"); if (pLabel) { sprintf( szText, "= %d bounty", m_nPrice * m_nCurrCount); pLabel->SetText(szText); } } CCEdit* pEdit = (CCEdit*)GetIDLResource()->FindWidget( "TradeCountableItem_CountNum"); if ( pEdit) { // 현재 에디트박스에 기입된 수량이 다르다면 갱신해준다 const char* sz = pEdit->GetText(); int count = atoi(sz); if (m_nCurrCount != count) { stringstream ss; ss << m_nCurrCount; pEdit->SetText( ss.str().c_str()); } } }
void WidgetEnableShow(const char* szWidget, bool bEnable, bool bShow) { MWidget* pWidget = GetIDLResource()->FindWidget( szWidget); if (pWidget) { pWidget->Enable(bEnable); pWidget->Show(bShow); } }
// 이렇게 된 곳도 있는데 이건 왜 숨기기만 하는지 모르겠다 -_-; void WidgetHideDisable(const char* szWidget) { MWidget* pWidget = GetIDLResource()->FindWidget( szWidget); if ( pWidget) { pWidget->Show( false); pWidget->Enable( false); //pWidget->Show( true); } }
void ZItemCountDlg::OnEditBoxChanged() { CCEdit* pEdit = (CCEdit*)GetIDLResource()->FindWidget( "TradeCountableItem_CountNum"); if ( pEdit) { const char* sz = pEdit->GetText(); int count = atoi(sz); m_nCurrCount = count; } UpdateDlg(); }
void ZItemCountDlg::Open(ZITEMCOUNTDLG_MODE mode, const char* szItemName, CCBitmap* pIcon, int price, int nMin, int nMax, IItemCountDlgDoneHandler* pHandler ) { m_mode = mode; m_strItemName = szItemName; m_pItemIcon = pIcon; m_nPrice = price; m_nMin = nMin; m_nMax = nMax; m_pDoneHandler = pHandler; if (m_nMin > m_nMax || m_nMin < 0 || m_nMax < 0) { _ASSERT(0); m_nMin = m_nMax = 0; } m_nCurrCount = 1; CCFrame* pFrame = (CCFrame*)GetIDLResource()->FindWidget("TradeCountableItemFrame"); CCLabel* pLabel1 = (CCLabel*)GetIDLResource()->FindWidget("TradeCountableItem_Message"); CCLabel* pLabel2 = (CCLabel*)GetIDLResource()->FindWidget("TradeCountableItem_NullLabel"); CCButton* pBtn = (CCButton*)GetIDLResource()->FindWidget("TradeCountableItem_Ok"); switch (m_mode) { case ZICD_SELL: if (pFrame) pFrame->SetText(ZMsg(MSG_SHOPEQUIP_SELL_ITEM)); if (pLabel1) pLabel1->SetText(ZMsg(MSG_SHOPEQUIP_SELL_COUNT_ASK)); if (pLabel2) pLabel2->SetText(ZMsg(MSG_SHOPEQUIP_SELL_COUNT)); if (pBtn) pBtn->SetText(ZMsg(MSG_SHOPEQUIP_SELL_BUTTON)); break; case ZICD_BUY: if (pFrame) pFrame->SetText(ZMsg(MSG_SHOPEQUIP_BUY_ITEM)); if (pLabel1) pLabel1->SetText(ZMsg(MSG_SHOPEQUIP_BUY_COUNT_ASK)); if (pLabel2) pLabel2->SetText(ZMsg(MSG_SHOPEQUIP_BUY_COUNT)); if (pBtn) pBtn->SetText(ZMsg(MSG_SHOPEQUIP_BUY_BUTTON)); break; case ZICD_SENDACCOUNT: if (pFrame) pFrame->SetText(ZMsg(MSG_SHOPEQUIP_SEND_ITEM)); if (pLabel1) pLabel1->SetText(ZMsg(MSG_SHOPEQUIP_SEND_COUNT_ASK)); if (pLabel2) pLabel2->SetText(ZMsg(MSG_SHOPEQUIP_SEND_COUNT)); if (pBtn) pBtn->SetText(ZMsg(MSG_SHOPEQUIP_SEND_BUTTON)); break; case ZICD_BRINGACCOUNT: if (pFrame) pFrame->SetText(ZMsg(MSG_SHOPEQUIP_BRING_ITEM)); if (pLabel1) pLabel1->SetText(ZMsg(MSG_SHOPEQUIP_BRING_COUNT_ASK)); if (pLabel2) pLabel2->SetText(ZMsg(MSG_SHOPEQUIP_BRING_COUNT)); if (pBtn) pBtn->SetText(ZMsg(MSG_SHOPEQUIP_BRING_BUTTON)); break; } UpdateDlg(); CCWidget* pWidget = GetIDLResource()->FindWidget( "TradeCountableItemFrame"); if ( pWidget) pWidget->Show( true, true); pWidget = GetIDLResource()->FindWidget( "TradeCountableItem_CountNum"); if ( pWidget) pWidget->SetFocus(); }
// 장비 아이콘 드래그 앤 드롭 상태일때 장착 가능한 ItemSlot 뷰 설정하기 void ZShopEquipInterface::SetKindableItem( MMatchItemSlotType nSlotType) { ZItemSlotView* itemSlot; for ( int i = 0; i < MMCIP_END; i++) { itemSlot = (ZItemSlotView*)GetIDLResource()->FindWidget( GetItemSlotName( "Equip", i)); if ( itemSlot) { bool bKindable = IsKindableItem(itemSlot->GetParts(), nSlotType); itemSlot->SetKindable( bKindable); } } }
void ZSellCashItemConfirmDlg::Update() { if (!m_bWaitActivatingOkBtn) return; DWORD currTime = timeGetTime(); if (currTime - m_nWaitActivatingOkBtnBeginTime > 3000) { m_bWaitActivatingOkBtn = false; CCButton* pButton = (CCButton*)GetIDLResource()->FindWidget("SellCashItemConfirmFrame_Sell"); if (pButton) pButton->Enable(true); } }
// 주어진 슬롯타입을 담고 있는 탭을 선택해준다 - 리스트에서 어떤 아이템을 선택한 경우 그 아이템에 맞는 방어구/무기탭을 자동변경해주는 기능을 위해 void ZShopEquipInterface::SelectArmorWeaponTabWithSlotType(MMatchItemSlotType nSlotType) { ZItemSlotView* pItemSlot; for ( int i = 0; i < MMCIP_END; i++) { pItemSlot = (ZItemSlotView*)GetIDLResource()->FindWidget( GetItemSlotName( "Equip", i)); if ( pItemSlot) { if (IsKindableItem(pItemSlot->GetParts(), nSlotType)) { int tabIndex = GetArmorWeaponTabIndexContainItemParts(pItemSlot->GetParts()); bool bOpened = ZGetGameInterface()->GetShopEquipInterface()->IsEquipmentFrameListOpened(); ZGetGameInterface()->GetShopEquipInterface()->SetArmorWeaponTabIndex(tabIndex); ZGetGameInterface()->GetShopEquipInterface()->SelectEquipmentFrameList(NULL, bOpened); return; } } } }
bool ZShopEquipInterface::IsEquipmentFrameListOpened( const char* szName) { ZIDLResource* pResource = GetIDLResource(); char szTemp[256]; MPicture* pPicture; strcpy( szTemp, szName); if (GetArmorWeaponTabIndex() == 0) { strcat( szTemp, "_ArmorBGListFrameOpen"); pPicture = (MPicture*)pResource->FindWidget( szTemp); if (pPicture) return pPicture->IsVisible(); } else if (GetArmorWeaponTabIndex() == 1) { strcat( szTemp, "_WeaponBGListFrameOpen"); pPicture = (MPicture*)pResource->FindWidget( szTemp); if (pPicture) return pPicture->IsVisible(); } return false; }
void ZSellCashItemConfirmDlg::Open(const char* szItemName, CCBitmap* pIcon, int price, int count, ISellCashItemConfirmDlgDoneHandler* pHandler) { CCPicture* pPicture = (CCPicture*)GetIDLResource()->FindWidget("SellCashItemConfirmFrame_Thumbnail"); if (pPicture) pPicture->SetBitmap(pIcon); CCLabel* pLabel = (CCLabel*)GetIDLResource()->FindWidget("SellCashItemConfirmFrame_ItemName"); if (pLabel) pLabel->SetText(szItemName); char szPrice[256]; sprintf(szPrice, "%d %s", price, ZMsg(MSG_CHARINFO_BOUNTY)); pLabel = (CCLabel*)GetIDLResource()->FindWidget("SellCashItemConfirmFrame_Bounty"); if (pLabel) pLabel->SetText(szPrice); CCTextArea* pTextArea = (CCTextArea*)GetIDLResource()->FindWidget("SellCashItemConfirmFrame_Warning"); if (pTextArea) pTextArea->SetText( ZMsg(MSG_SHOPEQUIP_SELL_CASHITEM_CONFIRM)); CCFrame* pFrame = (CCFrame*)GetIDLResource()->FindWidget("SellCashItemConfirmFrame"); if (pFrame) { pFrame->Show(true, true); } m_pDoneHandler = pHandler; // 유저가 지금 팔고자 하는 캐쉬아이템을 확실히 인지할수 있는 시간을 주기 위해 OK 버튼을 몇초후 활성화시킨다 CCButton* pButton = (CCButton*)GetIDLResource()->FindWidget("SellCashItemConfirmFrame_Sell"); if (pButton) { pButton->Enable(false); m_bWaitActivatingOkBtn = true; m_nWaitActivatingOkBtnBeginTime = timeGetTime(); } }
void ZShopEquipInterface::SelectEquipmentFrameList( const char* szName, bool bOpen) { if (szName == NULL) { SelectEquipmentFrameList("Shop", bOpen); SelectEquipmentFrameList("Equip", bOpen); return; } char szTemp[256]; ZIDLResource* pResource = GetIDLResource(); // Frame open/close background image MPicture* pPicture; strcpy( szTemp, szName); strcat( szTemp, "_ArmorBGListFrameOpen"); pPicture = (MPicture*)pResource->FindWidget( szTemp); if(pPicture != NULL) { if( bOpen && GetArmorWeaponTabIndex() == 0 ) { pPicture->Show(true); } else { pPicture->Show(false);} } strcpy( szTemp, szName); strcat( szTemp, "_ArmorBGListFrameClose"); pPicture = (MPicture*)pResource->FindWidget( szTemp); if(pPicture != NULL) { if( !bOpen && GetArmorWeaponTabIndex() == 0 ) { pPicture->Show(true); } else { pPicture->Show(false);} } // Frame open/close background image strcpy( szTemp, szName); strcat( szTemp, "_WeaponBGListFrameOpen"); pPicture = (MPicture*)pResource->FindWidget( szTemp); if(pPicture != NULL) { if( bOpen && GetArmorWeaponTabIndex() == 1 ) { pPicture->Show(true); } else { pPicture->Show(false);} } strcpy( szTemp, szName); strcat( szTemp, "_WeaponBGListFrameClose"); pPicture = (MPicture*)pResource->FindWidget( szTemp); if(pPicture != NULL) { if( !bOpen && GetArmorWeaponTabIndex() == 1 ) { pPicture->Show(true); } else { pPicture->Show(false);} } // Frame open/close image MButton* pButton; strcpy( szTemp, szName); strcat( szTemp, "_EquipListFrameCloseButton"); pButton = (MButton*)pResource->FindWidget( szTemp); if ( pButton != NULL) pButton->Show( bOpen); strcpy( szTemp, szName); strcat( szTemp, "_EquipListFrameOpenButton"); pButton = (MButton*)pResource->FindWidget( szTemp); if ( pButton != NULL) pButton->Show( !bOpen); // Resize item slot char szWidgetName[ 256]; sprintf( szWidgetName, "%s_EquipmentSlot_Head", szName); MWidget* itemSlot = (MWidget*)pResource->FindWidget( szWidgetName); if (itemSlot) { MRECT rect = itemSlot->GetRect(); int nWidth; if ( bOpen) nWidth = 220.0f * (float)RGetScreenWidth() / 800.0f; else nWidth = min( rect.w, rect.h); for ( int i = 0; i < MMCIP_END; i++) { itemSlot = (MWidget*)pResource->FindWidget( GetItemSlotName( szName, i)); if (itemSlot) { if(GetArmorWeaponTabIndex() == GetArmorWeaponTabIndexContainItemParts((MMatchCharItemParts)i)) { rect = itemSlot->GetRect(); itemSlot->SetBounds( rect.x, rect.y, nWidth, rect.h); itemSlot->Show(true); } else { itemSlot->Show(false); } } } } // 상점과 장비창의 탭 버튼 눌림 상태를 동기화해주자 -_-; MBmButton* pTabBtn; if (GetArmorWeaponTabIndex() == 0) { pTabBtn = (MBmButton*)pResource->FindWidget("Shop_ArmorEquipmentTab"); if (pTabBtn) pTabBtn->SetCheck(true); pTabBtn = (MBmButton*)pResource->FindWidget("Equip_ArmorEquipmentTab"); if (pTabBtn) pTabBtn->SetCheck(true); } else if (GetArmorWeaponTabIndex() == 1) { pTabBtn = (MBmButton*)pResource->FindWidget("Shop_WeaponEquipmentTab"); if (pTabBtn) pTabBtn->SetCheck(true); pTabBtn = (MBmButton*)pResource->FindWidget("Equip_WeaponEquipmentTab"); if (pTabBtn) pTabBtn->SetCheck(true); } }
void ZShopEquipInterface::SelectEquipmentTab(int nTabIndex) { if (nTabIndex == -1) nTabIndex = m_nEquipTabNum; ZIDLResource* pResource = GetIDLResource(); SetKindableItem( MMIST_NONE); // Set filter MComboBox* pComboBox = (MComboBox*)pResource->FindWidget( "Equip_AllEquipmentFilter"); if(pComboBox) { int sel = pComboBox->GetSelIndex(); ZMyItemList* pil = ZGetMyInfo()->GetItemList(); if ( pil) { pil->m_ListFilter = sel; pil->Serialize(); } } // EQUIPMENTLISTBOX MWidget* pWidget = pResource->FindWidget("EquipmentList"); if (pWidget != NULL) pWidget->Show(nTabIndex==0 ? true:false); pWidget = pResource->FindWidget("AccountItemList"); if (pWidget != NULL) pWidget->Show(nTabIndex==0 ? false:true); // 탭 버튼 MButton* pButton = (MButton*)pResource->FindWidget( "Equip"); if ( pButton) { pButton->Show( false); pButton->Enable( false); } pButton = (MButton*)pResource->FindWidget( "SendAccountItemBtn"); if ( pButton) { pButton->Show( false); pButton->Enable( false); } pButton = (MButton*)pResource->FindWidget( "BringAccountItemBtn"); if ( pButton) { pButton->Show( false); pButton->Enable( false); } pButton = (MButton*)pResource->FindWidget( "BringAccountSpendableItemConfirmOpen"); if ( pButton) { pButton->Show( false); pButton->Enable( false); } if ( nTabIndex == 0) { pButton = (MButton*)pResource->FindWidget( "Equip"); if (pButton) pButton->Show(true); pButton = (MButton*)pResource->FindWidget( "SendAccountItemBtn"); if (pButton) pButton->Show(true); } else if ( nTabIndex == 1) { pButton = (MButton*)pResource->FindWidget( "BringAccountItemBtn"); if ( pButton) pButton->Show( true); pButton = (MButton*)pResource->FindWidget( "BringAccountSpendableItemConfirmOpen"); if ( pButton) pButton->Show( false); } pButton = (MButton*)pResource->FindWidget("Equipment_CharacterTab"); if (pButton) pButton->Show( nTabIndex==0 ? false : true); pButton = (MButton*)pResource->FindWidget("Equipment_AccountTab"); if (pButton) pButton->Show( nTabIndex==1 ? false : true); // 탭 라벨 MLabel* pLabel; pLabel = (MLabel*)pResource->FindWidget("Equipment_FrameTabLabel1"); if ( pLabel) pLabel->Show( nTabIndex==0 ? true : false); pLabel = (MLabel*)pResource->FindWidget("Equipment_FrameTabLabel2"); if ( pLabel) pLabel->Show( nTabIndex==1 ? true : false); // 탭 리스트 MPicture* pPicture; pPicture = (MPicture*)pResource->FindWidget("Equip_ListLabel1"); if ( pPicture) pPicture->Show( nTabIndex==0 ? true : false); pPicture = (MPicture*)pResource->FindWidget("Equip_ListLabel2"); if ( pPicture) pPicture->Show( nTabIndex==1 ? true : false); // 프레임 탭 pPicture = (MPicture*)pResource->FindWidget("Equip_TabLabel"); MBitmap* pBitmap; if ( pPicture) { if ( nTabIndex == 0) pBitmap = MBitmapManager::Get( "framepaneltab1.tga"); else pBitmap = MBitmapManager::Get( "framepaneltab2.tga"); if ( pBitmap) pPicture->SetBitmap( pBitmap); } // 중앙은행 if (nTabIndex == 1) { ZGetMyInfo()->GetItemList()->ClearAccountItems(); ZGetMyInfo()->GetItemList()->SerializeAccountItem(); } // 아이템 슬롯 Enable/Disable for(int i = 0; i < MMCIP_END; i++) { ZItemSlotView* pItemSlot = (ZItemSlotView*)GetIDLResource()->FindWidget( GetItemSlotName( "Equip", i)); if( pItemSlot ) pItemSlot->EnableDragAndDrop( nTabIndex==0 ? true : false); } m_nEquipTabNum = nTabIndex; DrawCharInfoText(); }
void ZShopEquipInterface::SelectShopTab(int nTabIndex) { if (nTabIndex == -1) nTabIndex = m_nShopTabNum; ZIDLResource* pResource = GetIDLResource(); // 프리미엄 샵 - 설정되는 국가대로 하나씩 지워나간다 #ifndef _DEBUG #if defined(LOCALE_BRAZIL) || defined(LOCALE_INDIA) || defined(LOCALE_US) || defined(LOCALE_JAPAN) || defined(LOCALE_KOREA) || defined(LOCALE_NHNUSA) { if ( nTabIndex == 2) return; } #endif #endif MWidget* pWidget = pResource->FindWidget("AllEquipmentList"); if (pWidget != NULL) pWidget->Show(nTabIndex==0 ? true : false); pWidget = pResource->FindWidget("MyAllEquipmentList"); if (pWidget != NULL) pWidget->Show(nTabIndex==1 ? true : false); pWidget = pResource->FindWidget("CashEquipmentList"); if (pWidget != NULL) pWidget->Show(nTabIndex==2 ? true : false); // Set filter MComboBox* pComboBox = (MComboBox*)pResource->FindWidget( "Shop_AllEquipmentFilter"); if(pComboBox) { int sel = pComboBox->GetSelIndex(); ZMyItemList* pil = ZGetMyInfo()->GetItemList(); if ( pil) { pil->m_ListFilter = sel; pil->Serialize(); } } // 버튼 설정 MButton* pButton = (MButton*)pResource->FindWidget( "BuyConfirmCaller"); if ( pButton) { pButton->Show( false); pButton->Enable( false); } pButton = (MButton*)pResource->FindWidget( "SellConfirmCaller"); if ( pButton) { pButton->Show( false); pButton->Enable( false); } if ( nTabIndex == 0) { pButton = (MButton*)pResource->FindWidget( "BuyConfirmCaller"); if ( pButton) pButton->Show( true); } else if ( nTabIndex == 1) { pButton = (MButton*)pResource->FindWidget( "SellConfirmCaller"); if ( pButton) pButton->Show( true); } /* 수년전 만들다만 프리미엄 탭(캐쉬템) 코드임. 제거 예정 else if ( nTabIndex == 2) { pButton = (MButton*)pResource->FindWidget( "BuyCashConfirmCaller"); if ( pButton) pButton->Show( true); } */ pButton = (MButton*)pResource->FindWidget("AllEquipmentListCaller"); if (pButton != NULL) pButton->Show(nTabIndex!=0 ? true : false); pButton = (MButton*)pResource->FindWidget("MyAllEquipmentListCaller"); if (pButton != NULL) pButton->Show(nTabIndex!=1 ? true : false); pButton = (MButton*)pResource->FindWidget("CashEquipmentListCaller"); if (pButton != NULL) pButton->Show(nTabIndex!=2 ? true : false); // 구입, 판매 라벨 MPicture* pPicture; MBitmap* pBitmap; pPicture = (MPicture*)pResource->FindWidget("Shop_FrameTabLabel1"); if ( pPicture) pPicture->Show(nTabIndex==0 ? true : false); pPicture = (MPicture*)pResource->FindWidget("Shop_FrameTabLabel2"); if ( pPicture) pPicture->Show(nTabIndex==1 ? true : false); pPicture = (MPicture*)pResource->FindWidget("Shop_FrameTabLabel3"); if ( pPicture) pPicture->Show(nTabIndex==2 ? true : false); // 프레임 탭 pPicture = (MPicture*)pResource->FindWidget("Shop_TabLabel"); if ( pPicture) { if ( nTabIndex == 0) pBitmap = MBitmapManager::Get( "framepaneltab1.tga"); else if ( nTabIndex == 1) pBitmap = MBitmapManager::Get( "framepaneltab2.tga"); else if ( nTabIndex == 2) pBitmap = MBitmapManager::Get( "framepaneltab3.tga"); if ( pBitmap) pPicture->SetBitmap( pBitmap); } // 프리미엄 샵 - 설정되는 국가대로 하나씩 지워나간다 #ifndef _DEBUG #if defined(LOCALE_BRAZIL) || defined(LOCALE_INDIA) || defined(LOCALE_US) || defined(LOCALE_JAPAN) || defined(LOCALE_KOREA) || defined(LOCALE_NHNUSA) { pWidget = pResource->FindWidget( "Shop_TabLabelBg"); if ( pWidget) pWidget->Show( false); pWidget = pResource->FindWidget( "CashEquipmentListCaller"); if ( pWidget) pWidget->Show( false); pWidget = pResource->FindWidget( "Shop_FrameTabLabel3"); if ( pWidget) pWidget->Show( false); } #endif #endif m_nShopTabNum = nTabIndex; DrawCharInfoText(); }
void ZShopEquipInterface::DrawCharInfoText(char* szShopOrEquip, int nReqLevel, int nNewWT, int nNewMaxWT, int nNewHP, int nNewAP, int nReqBounty, int nReqCash) { if (szShopOrEquip == NULL) { DrawCharInfoText("Shop", nReqLevel, nNewWT, nNewMaxWT, nNewHP, nNewAP, nReqBounty, nReqCash); DrawCharInfoText("Equip", nReqLevel, nNewWT, nNewMaxWT, nNewHP, nNewAP, nReqBounty, nReqCash); return; } if (0!=strcmp(szShopOrEquip, "Shop") && 0!=strcmp(szShopOrEquip, "Equip")) return; MTextArea* pTextArea[3]; char sz1[256], sz2[256], szTextArea[64]; const char* szRed = "^1"; const char* szGreen = "^2"; const char* szGray = "^9"; const char* szColor = NULL; // prefix에 따라서 "Shop_MyInfo1" "Shop_MyInfo2" "Shop_MyInfo3" "Equip_MyInfo1" "Equip_MyInfo2" "Equip_MyInfo3"의 이름을 구성 // (가로로 늘어놓은 TextArea 세개에 나눠서 표시하기 때문에..) for (int i=0; i<3; ++i) { sprintf(szTextArea, "%s_MyInfo%d", szShopOrEquip, i+1); pTextArea[i] = (MTextArea*)GetIDLResource()->FindWidget(szTextArea); if (NULL == pTextArea[i]) { _ASSERT(0); return; // 하나라도 못찾으면 리턴해버리자 } pTextArea[i]->Clear(); } // 첫번째 TextArea (레벨, 무게) szColor = szGray; if (nReqLevel > ZGetMyInfo()->GetLevel()) szColor = szRed; sprintf(sz1, "^9%s : %s%d ^9%s", ZMsg(MSG_CHARINFO_LEVEL), szColor, ZGetMyInfo()->GetLevel(), ZMsg(MSG_CHARINFO_LEVELMARKER)); pTextArea[0]->AddText(sz1); int nCurrMaxWT = ZGetMyInfo()->GetItemList()->GetMaxWeight(); sprintf(sz1, "^9%s : ", ZMsg(MSG_CHARINFO_WEIGHT)); szColor = (nNewWT > nNewMaxWT) ? szRed : szGray; sprintf(sz2, "%s%d", szColor, nNewWT); strcat(sz1, sz2); sprintf(sz2, "^9/%d", nCurrMaxWT); strcat(sz1, sz2); int nDiffMaxWT = nNewMaxWT - nCurrMaxWT; if (nDiffMaxWT != 0) { szColor = (nDiffMaxWT > 0) ? szGreen : szRed; sprintf(sz2, "%s%+d", szColor, nDiffMaxWT); strcat(sz1, sz2); } pTextArea[0]->AddText(sz1); // 두번째 TextArea (체력, 방어) sprintf(sz1, "^9%s : %d ", ZMsg(MSG_CHARINFO_HP), ZGetMyInfo()->GetHP()); int nDiffHP = nNewHP - ZGetMyInfo()->GetHP(); if (nDiffHP != 0) { szColor = (nDiffHP > 0) ? szGreen : szRed; sprintf(sz2, "%s%+d", szColor, nDiffHP); strcat(sz1, sz2); } pTextArea[1]->AddText(sz1); sprintf(sz1, "^9%s : %d ", ZMsg(MSG_CHARINFO_AP), ZGetMyInfo()->GetAP()); int nDiffAP = nNewAP - ZGetMyInfo()->GetAP(); if (nDiffAP != 0) { szColor = (nDiffAP > 0) ? szGreen : szRed; sprintf(sz2, "%s%+d", szColor, nDiffAP); strcat(sz1, sz2); } pTextArea[1]->AddText(sz1); // 세번째 TextArea (바운티, 캐시) sprintf(sz1, "^9%s : ", ZMsg(MSG_CHARINFO_BOUNTY)); szColor = (nReqBounty > ZGetMyInfo()->GetBP()) ? szRed : szGray; sprintf(sz2, "%s%d", szColor, ZGetMyInfo()->GetBP()); strcat(sz1, sz2); pTextArea[2]->AddText(sz1); sprintf(sz1, "^9%s : ", ZMsg(MSG_CHARINFO_CASH)); szColor = (nReqBounty > ZGetMyInfo()->GetECoins()) ? szRed : szGray; sprintf(sz2, "%s%d", szColor, ZGetMyInfo()->GetECoins()); strcat(sz1, sz2); pTextArea[2]->AddText(sz1); /* 보유 캐쉬는 캐쉬템 구입이 가능해질때 보여주자 sprintf(sz1, "^9%s : ", ZMsg(MSG_CHARINFO_CASH)); szColor = (nReqCash > ZGetMyInfo()->GetCash()) ? szRed : szGray; sprintf(sz2, "%s%d", szColor, ZGetMyInfo()->GetCash()); strcat(sz1, sz2); pTextArea[2]->AddText(sz1); */ }
void ZItemCountDlg::Close() { CCWidget* pWidget = GetIDLResource()->FindWidget( "TradeCountableItemFrame"); if ( pWidget) pWidget->Show( false); }
void ZSellCashItemConfirmDlg::Close() { CCWidget* pWidget = GetIDLResource()->FindWidget( "SellCashItemConfirmFrame"); if ( pWidget) pWidget->Show( false); }