// ---------------------------------------------------------------------------- // Name : Render() // Desc : // ---------------------------------------------------------------------------- void CUIAD::Render() { CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort(); // Set skill learn texture pDrawPort->InitTextureData( m_ptdBaseTexture ); SelectLogo(); PlayLC(m_eAniType); // Attach Map window extern ENGINE_API INDEX sam_iScreenSizeI; // m_rcAD[0].SetRect(sam_iScreenSizeI - 115, 145,sam_iScreenSizeI - 14,197); m_rcAD[0].SetRect(sam_iScreenSizeI - 115, 152,sam_iScreenSizeI - 14,205); m_rcAD[1].CopyRect( m_rcAD[0] ); m_rcAD_ani = m_rcAD[0]; pDrawPort->AddTexture( m_rcAD_ani.Left , m_rcAD_ani.Top , m_rcAD_ani.Right , m_rcAD_ani.Bottom , m_uvAD[m_selAni].U0, m_uvAD[m_selAni].V0, m_uvAD[m_selAni].U1, m_uvAD[m_selAni].V1, 0xFFFFFFFF ); // Render all elements pDrawPort->FlushRenderingQueue(); // Flush all render text queue pDrawPort->EndTextEx(); }
// ---------------------------------------------------------------------------- // Name : Render() // Desc : // ---------------------------------------------------------------------------- void CUISelectResource::Render() { CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort(); // Set skill learn texture pDrawPort->InitTextureData( m_ptdBaseTexture ); // Add render regions // Background int nX = m_nPosX; int nY = m_nPosY; pDrawPort->AddTexture( nX, m_nPosY, nX + m_nWidth, nY + TITLEBAR_HEIGHT, m_rtBackTop.U0, m_rtBackTop.V0, m_rtBackTop.U1, m_rtBackTop.V1, 0xFFFFFFFF ); nY += TITLEBAR_HEIGHT; pDrawPort->AddTexture( nX, nY, nX + m_nWidth, m_nPosY + m_nHeight - 7, m_rtBackMiddle1.U0, m_rtBackMiddle1.V0, m_rtBackMiddle1.U1, m_rtBackMiddle1.V1, 0xFFFFFFFF ); nY = m_nPosY + m_nHeight - 7; pDrawPort->AddTexture( nX, nY, nX + m_nWidth, m_nPosY + m_nHeight, m_rtBackBottom.U0, m_rtBackBottom.V0, m_rtBackBottom.U1, m_rtBackBottom.V1, 0xFFFFFFFF ); m_btnClose.Render(); std::vector<CUIButton>::iterator itend = m_vectorResourceList.end(); std::vector<CUIButton>::iterator it = m_vectorResourceList.begin(); for(; it != itend; ++it) { (*it).Render(); } // Render all elements pDrawPort->FlushRenderingQueue(); CTString strTitle = _S( 1823, "미네랄 선택" ); // Text in skill learn if( m_bSelectType ) { strTitle =_S( 1974, "생산방법 선택" ); } pDrawPort->PutTextEx( strTitle, m_nPosX + SELECTRESOURCE_TITLE_TEXT_OFFSETX, m_nPosY + SELECTRESOURCE_TITLE_TEXT_OFFSETY, 0xFFFFFFFF ); // Flush all render text queue pDrawPort->EndTextEx(); }
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 CUIImageBox::PopupRender() { CUIManager* pUIManager = CUIManager::getSingleton(); CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort(); int nX, nY; GetAbsPos( nX, nY ); int nX0 = nX + m_rtRenderRegion.Left; int nX1 = nX + m_rtRenderRegion.Right; int nY0 = nY + m_rtRenderRegion.Top; int nY1 = nY + m_rtRenderRegion.Bottom; int rtRenderRegionMiddle = nX + (m_rtRenderRegion.Left + m_rtRenderRegion.Right) / 2; int nRegionHeight = m_rtRenderRegion.Bottom - m_rtRenderRegion.Top; if ( m_bShowPopup ) { pDrawPort->InitTextureData( m_ptdPopup ); int nAlineSize = m_vecString.size(); int nPopHeight = 10 - _pUIFontTexMgr->GetLineSpacing() + (nAlineSize+1) * _pUIFontTexMgr->GetLineHeight(); int nPopX = rtRenderRegionMiddle - (m_nPopWidth/2); int nPopY = nY0 - nPopHeight; if( nPopX < pUIManager->GetMinI() ) { nPopX = pUIManager->GetMinI(); } else if (nPopX + m_nPopWidth > pUIManager->GetMaxI()) { nPopX = pUIManager->GetMaxI() - m_nPopWidth; } if (nPopY < pUIManager->GetMinJ()) { nPopY = nY + nRegionHeight; } m_bxPopupInfo.SetBoxPos(WRect(nPopX-nX, nPopY-nY, nPopX-nX+m_nPopWidth, nPopY-nY+nPopHeight )); m_bxPopupInfo.Render(nX,nY); std::vector<CTString>::iterator b = m_vecString.begin(); for (int i = 0; b != m_vecString.end(); b++, i++) { pDrawPort->PutTextEx( *b, nPopX+20, nPopY+6+(i*14), m_colText ); } pDrawPort->FlushRenderingQueue(); pDrawPort->EndTextEx(); } }
// ---------------------------------------------------------------------------- // Name : Render() // Desc : // ---------------------------------------------------------------------------- void CUICompound::Render() { CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort(); // Set 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 nY += m_nTextRegionHeight; pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight - 7, 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 ); for ( i = 0; i < COMPOUND_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 ); } // Close button m_btnClose.Render(); // OK button m_btnOK.Render(); // Cancel button m_btnCancel.Render(); // Render all elements pDrawPort->FlushRenderingQueue(); // Item for( i = 0; i < COMPOUND_ITEM_SLOT_COUNT; i++ ) { if (m_pIconSlot[i]->IsEmpty() == false) { m_pIconSlot[i]->Render(pDrawPort); pDrawPort->FlushBtnRenderingQueue( UBET_ITEM ); } } // Text in pDrawPort->PutTextEx( _S( 723, "힘의 상자" ), m_nPosX + COMPOUND_TITLE_TEXT_OFFSETX, m_nPosY + COMPOUND_TITLE_TEXT_OFFSETY, 0xFFFFFFFF ); nX = m_nPosX + COMPOUND_DESC_TEXT_SX; nY = m_nPosY + COMPOUND_DESC_TEXT_SY; for( int iDesc = 0; iDesc < m_nStringCount; iDesc++ ) { pDrawPort->PutTextEx( m_strDesc[iDesc], nX , nY, 0xC5C5C5FF ); nY += _pUIFontTexMgr->GetLineHeight(); } // Flush all render text queue pDrawPort->EndTextEx(); }
// ---------------------------------------------------------------------------- // 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 : 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 CUISelectList::Render() { CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort(); // Set texture pDrawPort->InitTextureData( m_ptdBaseTexture ); // Add render regions int nX, nY; // Background // Top nX = m_nPosX + m_nWidth; nY = m_nPosY + 26; pDrawPort->AddTexture( m_nPosX, m_nPosY, nX, nY, m_rtBackTop.U0, m_rtBackTop.V0, m_rtBackTop.U1, m_rtBackTop.V1, 0xFFFFFFFF ); // Middle 1 pDrawPort->AddTexture( m_nPosX, nY, nX, nY + m_nTextRegionHeight, m_rtBackMiddle1.U0, m_rtBackMiddle1.V0, m_rtBackMiddle1.U1, m_rtBackMiddle1.V1, 0xFFFFFFFF ); // Middle 2 nY += m_nTextRegionHeight; pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight - 7, m_rtBackMiddle2.U0, m_rtBackMiddle2.V0, m_rtBackMiddle2.U1, m_rtBackMiddle2.V1, 0xFFFFFFFF ); // Bottom nY = m_nPosY + m_nHeight - 7; pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight, m_rtBackBottom.U0, m_rtBackBottom.V0, m_rtBackBottom.U1, m_rtBackBottom.V1, 0xFFFFFFFF ); // Registration if( m_dwStyle & SLS_REGIST ) m_btnRegist.Render(); // Reward if( m_dwStyle & SLS_REWARD ) m_btnReward.Render(); // Cancel button if( m_dwStyle & SLS_CANCEL ) m_btnCancel.Render(); // Prev button if( m_dwStyle & SLS_PREV ) m_btnPrev.Render(); // Next button if( m_dwStyle & SLS_NEXT ) m_btnNext.Render(); // Render all elements pDrawPort->FlushRenderingQueue(); // Title pDrawPort->PutTextEx( m_strTitle, m_nPosX + SELECTLIST_TITLE_TEXT_OFFSETX, m_nPosY + SELECTLIST_TITLE_TEXT_OFFSETY, 0xFFFFFFFF ); // List strings int nLineCount; int tv_size = m_vSelList.size(); int tv_page = m_nMaxLine*m_nPageCur; nLineCount = tv_size>(tv_page+m_nMaxLine) ? (tv_page+m_nMaxLine):tv_size ; CTString tIdx,sName; nX = m_nPosX ; nY = m_nPosY + 30 ; for( int i = tv_page; i < nLineCount; i++ ) { tIdx.PrintF("%d.",i+1); sName = m_vSelList[i].m_sName; if( m_nSelLine == i ) m_selColor = 0x49A1FFFF; else m_selColor = 0xF2F2F2FF; pDrawPort->PutTextEx( tIdx, nX +15, nY ,m_selColor); if(m_vSelList[i].m_nIndex == _pNetwork->MyCharacterInfo.index) sName+=CTString("(Me)"); pDrawPort->PutTextEx( sName, nX + 35, nY ,m_selColor); pDrawPort->PutTextEx( m_pstrState[m_vSelList[i].m_nState], nX + 160, nY,m_selColor); nY += TEXT_GAP; } // Flush all render text queue pDrawPort->EndTextEx(); }
// ---------------------------------------------------------------------------- // Name : Render() // Desc : // ---------------------------------------------------------------------------- void CUIHelp::Render() { CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort(); m_bVisible = TRUE; // Set web board texture pDrawPort->InitTextureData( m_ptdBaseTexture ); // Add render regions int nX, nY, nX2, nY2; // Background // Upper left nX = m_nPosX; nY = m_nPosY; nX2 = m_nPosX + m_nWidth; nY2 = m_nPosY + 28; pDrawPort->AddTexture( nX, nY, nX + 49, nY2, m_rtTitleUL.U0, m_rtTitleUL.V0, m_rtTitleUL.U1, m_rtTitleUL.V1, 0xFFFFFFFF ); // Upper middle pDrawPort->AddTexture( nX + 49, nY, nX2 - 32, nY2, m_rtTitleUM.U0, m_rtTitleUM.V0, m_rtTitleUM.U1, m_rtTitleUM.V1, 0xFFFFFFFF ); // Upper right pDrawPort->AddTexture( nX2 - 32, nY, nX2, nY2, m_rtTitleUR.U0, m_rtTitleUR.V0, m_rtTitleUR.U1, m_rtTitleUR.V1, 0xFFFFFFFF ); nY = nY2; nY2 = nY2 + 10; pDrawPort->AddTexture( nX, nY, nX + 49, nY2, m_rtBackUL.U0, m_rtBackUL.V0, m_rtBackUL.U1, m_rtBackUL.V1, 0xFFFFFFFF ); // Upper middle pDrawPort->AddTexture( nX + 49, nY, nX2 - 32, nY2, m_rtBackUM.U0, m_rtBackUM.V0, m_rtBackUM.U1, m_rtBackUM.V1, 0xFFFFFFFF ); // Upper right pDrawPort->AddTexture( nX2 - 32, nY, nX2, nY2, m_rtBackUR.U0, m_rtBackUR.V0, m_rtBackUR.U1, m_rtBackUR.V1, 0xFFFFFFFF ); // Middle left nY = m_nPosY + m_nHeight - 15; pDrawPort->AddTexture( nX, nY2, nX + 49, nY, m_rtBackML.U0, m_rtBackML.V0, m_rtBackML.U1, m_rtBackML.V1, 0xFFFFFFFF ); // Middle middle pDrawPort->AddTexture( nX + 49, nY2, nX2 - 32, nY, m_rtBackMM.U0, m_rtBackMM.V0, m_rtBackMM.U1, m_rtBackMM.V1, 0xFFFFFFFF ); // Middle right pDrawPort->AddTexture( nX2 - 32, nY2, nX2, nY, m_rtBackMR.U0, m_rtBackMR.V0, m_rtBackMR.U1, m_rtBackMR.V1, 0xFFFFFFFF ); // Lower left nY2 = m_nPosY + m_nHeight; pDrawPort->AddTexture( nX, nY, nX + 49, nY2, m_rtBackLL.U0, m_rtBackLL.V0, m_rtBackLL.U1, m_rtBackLL.V1, 0xFFFFFFFF ); // Lower middle pDrawPort->AddTexture( nX + 49, nY, nX2 - 32, nY2, m_rtBackLM.U0, m_rtBackLM.V0, m_rtBackLM.U1, m_rtBackLM.V1, 0xFFFFFFFF ); // Lower right pDrawPort->AddTexture( nX2 - 32, nY, nX2, nY2, m_rtBackLR.U0, m_rtBackLR.V0, m_rtBackLR.U1, m_rtBackLR.V1, 0xFFFFFFFF ); // Close button m_btnClose.Render(); // Text in web board // Title pDrawPort->PutTextEx( _S( 1610, "도움말" ), m_nPosX + HELP_TITLE_OFFSETX, m_nPosY + HELP_TITLE_OFFSETY, 0xFFFFFFFF ); // Render subject List RenderList(); RenderContent(); // Flush all render queue pDrawPort->FlushRenderingQueue(); pDrawPort->EndTextEx(); // Render Help Image if( m_iImageIdx>=0 ) RenderImage( m_iImageIdx ); }
// ---------------------------------------------------------------------------- // Name : Render() // Desc : // ---------------------------------------------------------------------------- void CUISelectServer::Render() { #ifdef AUTO_RESTART // [2012/10/18 : Sora] 재시작시 자동 로그인 extern BOOL g_bAutoRestart; if(g_bAutoRestart) { CUIManager::getSingleton()->RenderLoading(); return; } #endif CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort(); // Set select server texture pDrawPort->InitTextureData( m_ptdBaseTexture ); // Add render regions // Background int nY = m_nPosY + NOTICE_SIZE_Y + 29; int nY2 = m_nPosY + m_nHeight - 39; pDrawPort->AddTexture( m_nPosX, m_nPosY, m_nPosX + m_nWidth, m_nPosY +28, m_rtBackTop.U0, m_rtBackTop.V0, m_rtBackTop.U1, m_rtBackTop.V1, 0xFFFFFFFF ); pDrawPort->AddTexture( m_nPosX, m_nPosY +28, m_nPosX + m_nWidth, nY, m_rtBackTop1.U0, m_rtBackTop1.V0, m_rtBackTop1.U1, m_rtBackTop1.V1, 0xFFFFFFFF ); // 공지 창 pDrawPort->AddTexture( m_nPosX + 13 , m_nPosY +29, m_nPosX + m_nWidth - 13, nY -3, m_rtBackTop2.U0, m_rtBackTop2.V0, m_rtBackTop2.U1, m_rtBackTop2.V1, 0xFFFFFFFF ); // pDrawPort->AddTexture( m_nPosX + 18 , m_nPosY +29, m_nPosX + m_nWidth - 18, nY, // m_rtBackTop2.U0, m_rtBackTop2.V0, m_rtBackTop2.U1, m_rtBackTop2.V1, // 0xFFFFFFFF ); // 서버군, 서버 표시 pDrawPort->AddTexture( m_nPosX, nY , m_nPosX + m_nWidth, nY + 29, m_rtBackMiddle0.U0, m_rtBackMiddle0.V0, m_rtBackMiddle0.U1, m_rtBackMiddle0.V1, 0xFFFFFFFF ); pDrawPort->AddTexture( m_nPosX, nY + 29 , m_nPosX + m_nWidth, nY2 , m_rtBackMiddle.U0, m_rtBackMiddle.V0, m_rtBackMiddle.U1, m_rtBackMiddle.V1, 0xFFFFFFFF ); pDrawPort->AddTexture( m_nPosX, nY2, m_nPosX + m_nWidth, m_nPosY + m_nHeight, m_rtBackBottom.U0, m_rtBackBottom.V0, m_rtBackBottom.U1, m_rtBackBottom.V1, 0xFFFFFFFF ); // 추천 서버 이미지 int count = m_vectorGroupInfo.size(); for ( int i = 0; i < count; i++) { UBYTE Type = m_vectorGroupInfo[i].ubServerType; int nOrder = m_vectorGroupInfo[i].nOrder; FLOAT U0, U1, V0, V1; switch (Type) { case SERVER_TYPE_RECOMEND: U0 = m_rtRecommend.U0; U1 = m_rtRecommend.U1; V0 = m_rtRecommend.V0; V1 = m_rtRecommend.V1; break; case SERVER_TYPE_SPEEDUP: U0 = m_rtSpeed.U0; U1 = m_rtSpeed.U1; V0 = m_rtSpeed.V0; V1 = m_rtSpeed.V1; break; default: continue; } pDrawPort->AddTexture( m_nPosX+RECOMMEND_POS_X , nY+4+(15* nOrder) , m_nPosX +RECOMMEND_POS_X+ 63, nY + 4 + (15*(nOrder+1)), U0, V0, U1, V1, 0xFFFFFFFF ); } // Ok button m_btnOK.Render(); // Cancel button m_btnCancel.Render(); #ifdef AUTO_RESTART // [2012/10/18 : Sora] 재시작시 자동 로그인 m_btnExit.Render(); #endif // Server group list box m_lbServerGroup.Render(); // Server list box m_lbServer.Render(); // Render all elements pDrawPort->FlushRenderingQueue(); // text render pDrawPort->PutTextEx( _S( 250, "서버 선택" ), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, m_nPosY + SELECTSERVER_TITLE_TEXT_OFFSETY , 0xFFFFFFFF ); pDrawPort->PutTextEx( _S( 251, "서버군" ), m_nPosX + SELECTSERVER_GROUP_TEXT_POSX, m_nPosY + SELECTSERVER_GROUP_TEXT_POSY + NOTICE_SIZE_Y, 0xFFB500FF ); pDrawPort->PutTextEx( _S( 370, "서버" ), m_nPosX + SELECTSERVER_SERVER_TEXT_POSX, m_nPosY + SELECTSERVER_SERVER_TEXT_POSY + NOTICE_SIZE_Y, 0xFFB500FF ); // --Add Message -------------------------------------------------->> int tv_y = m_nPosY + SELECTSERVER_TITLE_TEXT_OFFSETY + 35; #if defined G_KOR // 국내 설명 수정(초보지원) pDrawPort->PutTextEx( _S(4874, "♣초보지원 서버란?" ), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFAAFFFF ); tv_y+=20; pDrawPort->PutTextEx( _S(4875, "라스트카오스를 처음 시작하신다면 3채널(초보지원) 서버를 추천" ), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); tv_y+=15; pDrawPort->PutTextEx( _S(4876, "해 드립니다. 3채널에 있는 '초보 지원사'를 통해 경험치/숙련도" ), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); tv_y+=15; pDrawPort->PutTextEx( _S(4877, "2배, 물리/마법 공격력이 20% 향상되는 '초보지원 버프'를 받으"), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); tv_y+=15; pDrawPort->PutTextEx( _S(4878, "실 수 있습니다. '초보지원 버프'는 레벨 60까지만 제공됩니다."), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); #else pDrawPort->PutTextEx( _S(2618, "♣추천 서버란?" ), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFAAFFFF ); tv_y+=20; pDrawPort->PutTextEx( _S(2619, "매일 정오에 교체가 되며, 해당 서버에서 플레이를 하면 30레벨" ), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); tv_y+=15; pDrawPort->PutTextEx( _S(2620, "이하의 캐릭터는 사냥시 신비한 효과를 주는 버프 아이템을 얻을" ), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); tv_y+=15; pDrawPort->PutTextEx( _S(2621, "수 있으며, 모든 유저에 대해서 1시간 간격으로 추첨을 통하여 "), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); tv_y+=15; pDrawPort->PutTextEx( _S(2622, "문스톤 10개를 드리는 이벤트 입니다."), m_nPosX + SELECTSERVER_TITLE_TEXT_OFFSETX, tv_y , 0xFFFFFFFF ); #endif // ----------------------------------------------------------------<< // Flush all render text queue pDrawPort->EndTextEx(); }
// ---------------------------------------------------------------------------- // Name : !!RenderMasterStone() // Desc : // ---------------------------------------------------------------------------- void CUIMixNew::RenderMasterStone() { 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 ); 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 ); } // Close button m_btnClose.Render(); // OK button m_btnOK.SetText(_S(5434,"업그레이드")); m_btnOK.Render(); // Cancel button m_btnCancel.Render(); // Render all elements pDrawPort->FlushRenderingQueue(); // Item for ( i = 0; i < MIXNEW_ITEM_SLOT_COUNT; i++ ) { if (m_pIconsSlot[i]->IsEmpty() == false) { m_pIconsSlot[i]->Render(pDrawPort); pDrawPort->FlushBtnRenderingQueue( UBET_ITEM ); } } // Text in title pDrawPort->PutTextEx( _S( 5433, "마스터 스톤" ), 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(); } m_strItemSlot[0] = _S( 5433, "마스터 스톤"); 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 ); // 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(); }