void CUIChildQuickSlot::Render()
{
	CUIManager* pUIManager = CUIManager::getSingleton();
	CDrawPort* pDrawPort = pUIManager->GetDrawPort();
	
	///< texture init
	pDrawPort->InitTextureData( m_ptdBaseTexture );
	
	if( *(m_bRotation[m_nCurSlot]) == 1 )
	{
		int	nX = m_nPosX;
		int	nY = m_nPosY;
		// Quick slot base texture
		pDrawPort->AddTexture( nX, nY
			,nX + CHILD_QUICKSLOT_WIDTH, nY + CHILD_QUICKSLOT_HEIGHT
			,m_rtHorzBackground.U0, m_rtHorzBackground.V0
			,m_rtHorzBackground.U1, m_rtHorzBackground.V1
			,0xFFFFFFFF );
		
		// 퀵슬롯 페이지 출력 위치를 수동으로 계산 [12/20/2012 Ranma]
		pDrawPort->PutTextExCX(m_strPageNumber, m_nPosX + 7, m_nPosY + 11 );
		m_btnHorizontal.Render();
		m_btnLock.SetPos(CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1, 19);
		m_btnUnLock.SetPos(CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1, 19);
	}
	else if ( *(m_bRotation[m_nCurSlot]) == 0 )
	{
		int	nX = m_nPosX;
		int	nY = m_nPosY;
		// Quick slot base texture
		pDrawPort->AddTexture( nX, nY
			, nX + CHILD_QUICKSLOT_HEIGHT, nY + CHILD_QUICKSLOT_WIDTH
			, m_rtVerBackground.U0, m_rtVerBackground.V0
			, m_rtVerBackground.U1, m_rtVerBackground.V1
			, 0xFFFFFFFF );
		
		// 퀵슬롯 페이지 출력 위치를 수동으로 계산 [12/20/2012 Ranma]
		pDrawPort->PutTextExCX(m_strPageNumber, m_nPosX + 18, m_nPosY + 2 );
		m_btnVertical.Render();
		m_btnLock.SetPos(1, CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1);
		m_btnUnLock.SetPos(1, CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1);
	}
	
	if(*(m_bLock[m_nCurSlot]))
		m_btnLock.Render();
	else
		m_btnUnLock.Render();
	
	pDrawPort->FlushRenderingQueue();
	
	SlotRender();
	
	// Flush all render text queue
	pDrawPort->EndTextEx();
}
void CUIListBoxMultiCol::DrawText ( int nCol, int nRow, int nX, int nY, TEXT_ALIGN enAlign, COLOR TextColor )
{
	CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

	switch( enAlign )
	{
		case TEXT_LEFT:
			pDrawPort->PutTextEx( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
			break;
		case TEXT_CENTER:
			pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nRow], nX + m_vecRowWidht[nRow]/2, nY, TextColor );
			break;
		case TEXT_RIGHT:
			pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
			break;
		default:
			pDrawPort->PutTextEx( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
	}
}
// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUICreateChar::Render()
{	
	extern INDEX	sam_bWideScreen;
	CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

	// Set create character textire
	pDrawPort->InitTextureData( m_ptdBaseTexture );
	
	// Character information
	// Top
	pDrawPort->AddTexture( m_rcCharInfo.Left, m_rcCharInfo.Top,
										m_rcCharInfo.Right, m_rcCharInfo.Top + CREATECHAR_INFO_HEIGHT,
										m_rtCharInfoTop.U0, m_rtCharInfoTop.V0,
										m_rtCharInfoTop.U1, m_rtCharInfoTop.V1,
										0xFFFFFFFF );
	// Bottom
	pDrawPort->AddTexture( m_rcCharInfo.Left, m_rcCharInfo.Top + CREATECHAR_INFO_HEIGHT,
										m_rcCharInfo.Right, m_rcCharInfo.Bottom,
										m_rtCharInfoBottom.U0, m_rtCharInfoBottom.V0,
										m_rtCharInfoBottom.U1, m_rtCharInfoBottom.V1,
										0xFFFFFFFF );

	// Character name input box
	m_ebCharName.Render();

	// Job button
	m_btnJobPrev.Render();
	m_btnJobNext.Render();

	// Head button
	m_btnFacePrev.Render();
	m_btnFaceNext.Render();

	// Hair button
	m_btnHairPrev.Render();
	m_btnHairNext.Render();

	// Face button
	//m_btnHeadPrev.Render();
	//m_btnHeadNext.Render();

	// OK button
	m_btnOK.Render();

	// Cancel button
	m_btnCancel.Render();

	// Character control
	/*
	// Zoom in button
	m_btnZoomIn.Render();

	// Zoom out button
	m_btnZoomOut.Render();

	// Rotate to left button
	m_btnRotateToLeft.Render();

	// Rotate to right
	m_btnRotateToRight.Render();
	*/

	// Render all elements
	pDrawPort->FlushRenderingQueue();

	// Render character information
	int	nX = m_rcCharInfo.Left + CREATECHAR_DESC_SX;
	int	nY = m_rcCharInfo.Top + CREATECHAR_DESC_SY;
	for( int iInfo = 0; iInfo < m_nCurInfoLines; iInfo++ )
	{
		pDrawPort->PutTextEx( m_strCharInfo[iInfo], nX, nY, m_colCharInfo[iInfo] );
		nY += _pUIFontTexMgr->GetLineHeight();
	}
	
	// Prepare Rendering Text
	nX = m_rcCharInfo.Left;
	nY = m_rcCharInfo.Top;
	pDrawPort->PutTextEx( _S( 140, "캐릭터 생성" ),
										nX + CREATECHAR_TITLE_OFFSETX, nY + CREATECHAR_TITLE_OFFSETY );
	pDrawPort->PutTextExRX( _S( 71, "이름" ),
											nX + CREATECHAR_NAME_RX, nY + CREATECHAR_NAME_SY );
	pDrawPort->PutTextExRX( _S( 141, "직업" ),
											nX + CREATECHAR_NAME_RX, nY + CREATECHAR_JOB_SY );
	pDrawPort->PutTextExRX( _S( 144, "얼굴" ),		// 얼굴
											nX + CREATECHAR_NAME_RX, nY + CREATECHAR_FACE_SY );
	pDrawPort->PutTextExRX( _S( 143, "헤어" ),		// 헤어
											nX + CREATECHAR_NAME_RX, nY + CREATECHAR_HAIR_SY );
	//pDrawPort->PutTextExRX( _S( 142, "머리" ),		// 머리
	//										nX + CREATECHAR_NAME_RX, nY + CREATECHAR_HEAD_SY );

	// Print Job
	pDrawPort->PutTextExCX( JobInfo().GetName(m_iSelectedJob),
											nX + CREATECHAR_JOB_MAIN_CY, nY + CREATECHAR_JOB_SY );
	// Print Face
	CTString strTemp;
	strTemp.PrintF("%d", m_sbSelectedFace + 1);
	pDrawPort->PutTextExCX( strTemp,
											nX + CREATECHAR_JOB_MAIN_CY, nY + CREATECHAR_FACE_SY );

	strTemp.PrintF("%d", m_sbSelectedHair + 1);
	// Print Hair
	pDrawPort->PutTextExCX( strTemp,
											nX + CREATECHAR_JOB_MAIN_CY, nY + CREATECHAR_HAIR_SY );

	// Print Head
	//pDrawPort->PutTextExCX( CTString( "1" ),
	//										nX + CREATECHAR_JOB_MAIN_CY, nY + CREATECHAR_FACE_SY );

	// Flush all render text queue
	pDrawPort->EndTextEx();

	// Reading window
	if( m_ebCharName.DoesShowReadingWindow() )
	{
		// Set texture
		pDrawPort->InitTextureData( m_ptdBaseTexture );

		// Reading window
		m_ebCharName.RenderReadingWindow();

		// Render all elements
		pDrawPort->FlushRenderingQueue();

		// Flush all render text queue
		pDrawPort->EndTextEx();
	}

	// show night shadow message [11/6/2009 rumist]
	if( m_bIsShowMessageInfo )
	{
		pDrawPort->InitTextureData( m_ptdMsgTexture );
		m_bxNoticeMsg.SetBoxPos(m_rcMessageInfo);
		m_bxNoticeMsg.Render();
		
		// Render all elements
		pDrawPort->FlushRenderingQueue();
		
		m_msgNCText.SetRenderPos( m_rcMessageInfo.Left, m_rcMessageInfo.Top );
		m_msgNCText.Render();
	}
}
Exemple #4
0
// ----------------------------------------------------------------------------
// Name : RenderRemissionBtns()
// Desc :
// ----------------------------------------------------------------------------
void CUIRemission::RenderRemissionBtns()
{
    int	nX = REMISSION_SLOT_SX, nY = REMISSION_SLOT_SY;
    int	iRow, iRowS, iRowE;

    // Remission remission button
    iRowS = m_sbRemissionIcon.GetScrollPos();
    iRowE = iRowS + REMISSION_SLOT_ROW;

    if ( m_vectorbtnRemissions.size() < iRowE )
    {
        iRowE = m_vectorbtnRemissions.size();
    }

    for( iRow = iRowS; iRow < iRowE; iRow++, nY += REMISSION_SLOT_OFFSETY )
    {
        m_vectorbtnRemissions[iRow].SetPos( nX, nY );
        if( m_vectorbtnRemissions[iRow].IsEmpty() )
            continue;

        m_vectorbtnRemissions[iRow].Render();
    }

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Render all button elements
    pDrawPort->FlushBtnRenderingQueue( UBET_REMISSION );

    if( m_nSelRemissionID >= 0 )
    {
        // Set remission learn texture
        pDrawPort->InitTextureData( m_ptdBaseTexture );

        m_vectorbtnRemissions[m_nSelRemissionID].GetAbsPos( nX, nY );
        pDrawPort->AddTexture( nX, nY, nX + BTN_SIZE, nY + BTN_SIZE,
                               m_rtSelOutline.U0, m_rtSelOutline.V0,
                               m_rtSelOutline.U1, m_rtSelOutline.V1,
                               0xFFFFFFFF );

        // Render all elements
        pDrawPort->FlushRenderingQueue();
    }

    nY = REMISSION_NAME_SY;

    iRowS = m_sbRemissionIcon.GetScrollPos();
    iRowE = iRowS + REMISSION_SLOT_ROW;
    if ( m_vectorbtnRemissions.size() < iRowE )
    {
        iRowE = m_vectorbtnRemissions.size();
    }
    for( iRow = iRowS; iRow < iRowE; iRow++, nY += REMISSION_SLOT_OFFSETY )
    {
        if( m_vectorbtnRemissions[iRow].IsEmpty() )
            continue;

        const SBYTE sbRemissionType = m_vectorbtnRemissions[iRow].GetRemissionType();
        if(sbRemissionType == REMISSION_NONE)
            continue;

        switch(sbRemissionType)
        {
        case REMISSION_HP:
            m_strShortDesc.PrintF( _S( 616, "육체의 면죄부" ) );
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY,	0xFFC672FF);
            break;
        case REMISSION_MP:
            m_strShortDesc.PrintF( _S( 617, "영혼의 면죄부" ) );
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY,	0xFFC672FF);
            break;
        case REMISSION_ITEM:
        {
            m_strShortDesc.PrintF( _S( 618, "장비의 면죄부" ) );
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY,	0xFFC672FF);

            m_strShortDesc.PrintF( "%s", _pNetwork->GetItemName( m_vectorbtnRemissions[iRow].GetItemIndex() ));
            pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY + 17, 0xBDA99FFF);
        }
        break;
        }
    }
}
Exemple #5
0
// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIRemission::Render()
{
    // Check distance
    FLOAT	fDiffX = _pNetwork->MyCharacterInfo.x - m_fNpcX;
    FLOAT	fDiffZ = _pNetwork->MyCharacterInfo.z - m_fNpcZ;
    if( fDiffX * fDiffX + fDiffZ * fDiffZ > UI_VALID_SQRDIST )
        CloseRemission();

    CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

    // Set remission texture
    pDrawPort->InitTextureData( m_ptdBaseTexture );

    // Add render regions
    // Background
    pDrawPort->AddTexture( m_nPosX, m_nPosY, m_nPosX + m_nWidth, m_nPosY + m_nHeight,
                           m_rtBackground.U0, m_rtBackground.V0, m_rtBackground.U1, m_rtBackground.V1,
                           0xFFFFFFFF );

    // Close button
    m_btnClose.Render();

    // Buy button
    m_btnOK.Render();

    // Cancel button
    m_btnCancel.Render();

    m_sbRemissionIcon.Render();

    // List box of remission desc
    m_lbRemissionDesc.Render();

    // Render all elements
    pDrawPort->FlushRenderingQueue();

    // Remission buttons
    RenderRemissionBtns();

    // Text in remission
    pDrawPort->PutTextEx( _S( 601, "면죄부" ), m_nPosX + REMISSION_TITLE_TEXT_OFFSETX,
                          m_nPosY + REMISSION_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );

    pDrawPort->PutTextExCX( _S( 601, "면죄부" ), m_nPosX + REMISSION_TAB_CX, m_nPosY + REMISSION_TAB_SY,
                            0x6B6B6BFF );

    pDrawPort->PutTextEx( _S( 609, "현재 나스" ), m_nPosX + REMISSION_CURSP_SX,
                          m_nPosY + REMISSION_CURSP_SY );

    CUIManager* pUIManager = CUIManager::getSingleton();

    // Set money
    CTString strPlayerMoney;
    if( _pNetwork->MyCharacterInfo.money > 0 )
    {
        strPlayerMoney.PrintF( "%I64d", _pNetwork->MyCharacterInfo.money );
        pUIManager->InsertCommaToString( strPlayerMoney );
    }

    pDrawPort->PutTextExRX( strPlayerMoney,
                            m_nPosX + REMISSION_CURSP_RX, m_nPosY + REMISSION_CURSP_SY, pUIManager->GetNasColor( strPlayerMoney ) );

    // Flush all render text queue
    pDrawPort->EndTextEx();
}
Exemple #6
0
// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIListBox::Render()
{
	// Get position
	int	nX, nY;
	GetAbsPos( nX, nY );

	CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
	
	// Add render regions
	// Selection bar
	if( m_bShowSelectBar && m_nSelectList >= 0 )
	{
		int	nSelLine = m_nSelectList - m_sbScrollBar.GetScrollPos();
		
		if( nSelLine >= 0 )
		{
			if( !m_bScrollBar || nSelLine < m_sbScrollBar.GetScrollRange() )
			{
			
				int	nBarY = nY + m_nTextSY + nSelLine * m_nLineHeight;
				pDrawPort->AddTexture( nX + m_rcSelectOver.Left, nBarY + m_rcSelectOver.Top,
													nX + m_rcSelectOver.Right, nBarY + m_rcSelectOver.Bottom,
													m_rtSelectOver.U0, m_rtSelectOver.V0,
													m_rtSelectOver.U1, m_rtSelectOver.V1,
													0xFFFFFFFF );
			}
		}
	}

	// Scroll bar
	if( m_bScrollBar )
		m_sbScrollBar.Render();

	// Text in list box
	for( int nCol = 0; nCol < m_vecString.size(); nCol++ )
	{
		int	nRowS = m_sbScrollBar.GetScrollPos();
		int	nRowE = nRowS + m_nLinePerPage;
		if( nRowE > m_vecString[nCol].vecString.size() )
			nRowE = m_vecString[nCol].vecString.size();

		COLOR	colText;
		int		nTextX = nX + m_nTextSX + m_vecColumnSX[nCol];
		int		nTextY = nY + m_nTextSY;
		int		nSelList = -1, nOverList = -1;
		if( m_bSelectList )
		{
			nSelList = m_nSelectList;
			nOverList = nRowS + m_nOverList;
		}

		for( int nList = nRowS; nList < nRowE; nList++ )
		{
			if( m_vecSelectable[nList] )
			{
				if( nList == nSelList )
					colText = m_colSelectList;
				else if( nList == nOverList )
					colText = m_colOverList;
				else
					colText = m_vecColor[nCol].vecColor[nList];
			}
			else
				colText = m_vecColor[nCol].vecColor[nList];

			switch( m_vecAlign[nCol] )
			{
			case TEXT_LEFT:
				pDrawPort->PutTextEx( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
				if (m_vecBold[nCol].vecBold[nList])
					pDrawPort->PutTextEx( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
				break;
			case TEXT_CENTER:
				pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
				if (m_vecBold[nCol].vecBold[nList])
					pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
				break;
			case TEXT_RIGHT:
				pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
				if (m_vecBold[nCol].vecBold[nList])
					pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
				break;
			}

			nTextY += m_nLineHeight;
		}
	}
}
Exemple #7
0
// ----------------------------------------------------------------------------
// Name : !!Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIMixNew::Render()
{
	if(m_bIsMixMasterStone == TRUE)
	{
		RenderMasterStone();
		return;
	}

	CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

	// Set mix texture
	pDrawPort->InitTextureData( m_ptdBaseTexture );

	// Add render regions
	int	nX, nY ,i;
	// Background
	// Top
	nX = m_nPosX + m_nWidth;
	nY = m_nPosY + 26;
	pDrawPort->AddTexture( m_nPosX, m_nPosY, nX, nY,
										m_rtTop.U0, m_rtTop.V0, m_rtTop.U1, m_rtTop.V1,
										0xFFFFFFFF );

	// Middle 1
	pDrawPort->AddTexture( m_nPosX, nY, nX, nY + m_nTextRegionHeight,
										m_rtMiddle1.U0, m_rtMiddle1.V0, m_rtMiddle1.U1, m_rtMiddle1.V1,
										0xFFFFFFFF );

	// Middle 2
	pDrawPort->AddTexture( m_nPosX+ 10, nY + 65  , nX-10,nY + m_nTextRegionHeight - 35,
										m_rtMiddle2.U0, m_rtMiddle2.V0, m_rtMiddle2.U1, m_rtMiddle2.V1,
										0xFFFFFFFF );

	// Bottom
	nY = m_nPosY + m_nHeight - 7;
	pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight,
										m_rtBottom.U0, m_rtBottom.V0, m_rtBottom.U1, m_rtBottom.V1,
										0xFFFFFFFF );

	if(m_bIsMix){
		for ( i = 0; i < MIXNEW_ITEM_SLOT_COUNT; i++ )
		{
			// Slot item region
			pDrawPort->AddTexture( m_nPosX + m_rcItemSlot[i].Left, m_nPosY + m_rcItemSlot[i].Top,
												m_nPosX + m_rcItemSlot[i].Right, m_nPosY + m_rcItemSlot[i].Bottom,
												m_rtItemSlot.U0, m_rtItemSlot.V0, m_rtItemSlot.U1, m_rtItemSlot.V1,
												0xFFFFFFFF );
		}
	}
	else {
		// Slot item region
			pDrawPort->AddTexture( m_nPosX + m_rcItemSlot_UN.Left, m_nPosY + m_rcItemSlot_UN.Top,
												m_nPosX + m_rcItemSlot_UN.Right, m_nPosY + m_rcItemSlot_UN.Bottom,
												m_rtItemSlot.U0, m_rtItemSlot.V0, m_rtItemSlot.U1, m_rtItemSlot.V1,
												0xFFFFFFFF );
	}

	// Close button
	m_btnClose.Render();

	// OK button
	if(m_bIsMix)
	{
		m_btnOK.SetText(_S(2645,"결합"));
	}
	else 
	{
		m_btnOK.SetText(_S(2931,"분리"));
	}
	m_btnOK.Render();

	// Cancel button
	m_btnCancel.Render();

	// Render all elements
	pDrawPort->FlushRenderingQueue();

	// Item
	if(m_bIsMix){
		for ( i = 0; i < MIXNEW_ITEM_SLOT_COUNT; i++ )
		{
			if (m_pIconsSlot[i]->IsEmpty() == false)
			{
				m_pIconsSlot[i]->Render(pDrawPort);
			}
		}
		// Text in mix
		pDrawPort->PutTextEx( _S( 2651, "결합 주문서" ), m_nPosX + MIXNEW_TITLE_TEXT_OFFSETX,			
											m_nPosY + MIXNEW_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );
	}
	else 
	{
		if (m_pIconsSlot[0]->IsEmpty() == false)
		{
			m_pIconsSlot[0]->Render(pDrawPort);
		}
		pDrawPort->PutTextEx( _S(2932, "결합분리 주문서" ), m_nPosX + MIXNEW_TITLE_TEXT_OFFSETX,			
										m_nPosY + MIXNEW_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );
	}

	nX = m_nPosX + MIXNEW_DESC_TEXT_SX;
	nY = m_nPosY + MIXNEW_DESC_TEXT_SY + 20;
	COLOR tv_col;
	for( int iDesc = 0; iDesc < m_nStringCount; iDesc++ )
	{
		if(iDesc == 6) tv_col = 0xC87238FF; 
		else tv_col = 0xC5C5C5FF;
			pDrawPort->PutTextEx( m_strMixDesc[iDesc], nX , nY, tv_col );
		nY += _pUIFontTexMgr->GetLineHeight();
	}

	if(m_bIsMix)
	{
		m_strItemSlot[0] = _S( 2735, "유료 아이템");
		m_strItemSlot[1] = _S( 2736, "장비 아이템");
		int tv_size =  _pUIFontTexMgr->GetFontSpacing() + _pUIFontTexMgr->GetFontWidth();
		pDrawPort->PutTextEx( m_strItemSlot[0], 
			m_nPosX + 62 - m_strItemSlot[0].Length()* tv_size/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 + 5, 0x929090FF );
		pDrawPort->PutTextEx( m_strItemSlot[1], 
			m_nPosX + 152 - m_strItemSlot[1].Length()* tv_size/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 +5, 0x929090FF );
	}
	else 
	{
		m_strItemSlot[0] = _S(2933,"결합 해체할 유료 아이템");
		pDrawPort->PutTextExCX( m_strItemSlot[0], 
			m_nPosX + m_nWidth/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 + 5, 0x929090FF );
		
		
	}


	// Flush all render text queue
	pDrawPort->EndTextEx();
}
// ------------------------------------------------------------------------------
// Name : Render
// Desc :
// ------------------------------------------------------------------------------
void CUIPetItemMix::Render()
{
	CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();

	// Set skill learn texture
	pDrawPort->InitTextureData( m_ptdBaseTexture );

// Add render regions -----------------------------------------------------------------------------------------------
	// Background up
	pDrawPort->AddTexture( m_nPosX, m_nPosY, m_nPosX + m_nWidth, m_nPosY + PROCESS_TOP_HEIGHT,
										m_rtBackgroundTop.U0, m_rtBackgroundTop.V0, m_rtBackgroundTop.U1, m_rtBackgroundTop.V1,
										0xFFFFFFFF );

	// Background down 
	pDrawPort->AddTexture( m_nPosX, m_nPosY+PROCESS_TOP_HEIGHT, m_nPosX + m_nWidth, m_nPosY + m_nHeight,
										m_rtBackgroundBtm.U0, m_rtBackgroundBtm.V0, m_rtBackgroundBtm.U1, m_rtBackgroundBtm.V1,
										0xFFFFFFFF );

	// Render Title Text
	pDrawPort->PutTextEx( _S( 2459, "제작" ) , m_nPosX + PROCESS_TITLE_TEXT_OFFSETX,				
										m_nPosY + PROCESS_TITLE_TEXT_OFFSETY );

	// Render Process Type
	if( m_nPetType == DRAGON_WEAPON )
		pDrawPort->PutTextExCX( _S( 2460, "드래곤 웨폰 제작" ), m_nPosX + 106, m_nPosY + 35, COLOR_TITLE );
	else if( m_nPetType == KNIGHT_AMOR )
		pDrawPort->PutTextExCX( _S( 2461, "나이트 메어 방어구 제작" ), m_nPosX + 106, m_nPosY + 35, COLOR_TITLE );

	// Process Item Scroll bar
	m_sbProcessItem.Render();

	// List box of Need Item Desc
	m_lbPreconditionDesc.Render();

	// Close button
	m_btnClose.Render();
	
	// Process button ( A, B )
	if( m_nPetType == DRAGON_WEAPON )
		m_btnOK[0].Render();
	else if( m_nPetType == KNIGHT_AMOR )
	{
		m_btnOK[1].Render();
		m_btnOK[2].Render();
	}

	// Cancel button
	m_btnCancel.Render();

	pDrawPort->FlushRenderingQueue();


	// Render Process Item
	CTString m_strShortDesc;
	int	nX = SLEARN_SLOT_SX;
	int	nY = SLEARN_SLOT_SY;

	int	iEnd = m_sbProcessItem.GetScrollPos() + PRODUCT_SLOT_ROW;
	if( iEnd > m_vecIcons.size() )
		iEnd = m_vecIcons.size();

	for ( int i = m_sbProcessItem.GetScrollPos(); i < iEnd; i++ )
	{
		if( !m_vecIcons[i]->IsEmpty() )
		{
			// render Item
			m_vecIcons[i]->SetPos ( nX, nY );
			m_vecIcons[i]->Render(pDrawPort);
			
			
			// render Item desc 
			CItemData* pItemData = _pNetwork->GetItemData ( m_vecIcons[i]->getIndex() );
			const char* szItemName = _pNetwork->GetItemName ( m_vecIcons[i]->getIndex() );
			
			pDrawPort->PutTextExCX( CTString ( szItemName ), m_nPosX + 122, m_nPosY + nY + 8, 0xC3C3C3ff );
												
			nY += SLEARN_SLOT_OFFSETY;
		}
	}
	pDrawPort->FlushBtnRenderingQueue( UBET_ITEM );

	// Flush all render text queue
	pDrawPort->EndTextEx();

	pDrawPort->InitTextureData( m_ptdBaseTexture );

	nX = SLEARN_SLOT_SX;
	nY = SLEARN_SLOT_SY;

	// render sel outline
	if ( m_nSelectProcessItem != -1 )
	{
		int BoxX, BoxY;
		
		int nOffset = m_nSelectProcessItem - m_sbProcessItem.GetScrollPos();

		if ( nOffset >= 0 && nOffset < PROCESS_SLOT_ROW )
		{
			BoxX = m_nPosX + nX -1 ; 
			BoxY = m_nPosY + nY + ( SLEARN_SLOT_OFFSETY *  nOffset ) -1;

			
			pDrawPort->AddTexture( BoxX, BoxY,	BoxX + 34, BoxY + 34,
											m_rtSelOutline.U0, m_rtSelOutline.V0, m_rtSelOutline.U1, m_rtSelOutline.V1,
											0xffffffff );
		}
	}
	pDrawPort->FlushRenderingQueue();
}