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(); } }
// ---------------------------------------------------------------------------- // 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; } } }
// ---------------------------------------------------------------------------- // 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(); }
// ---------------------------------------------------------------------------- // 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; } } }
// ---------------------------------------------------------------------------- // 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(); }