예제 #1
0
// ----------------------------------------------------------------------------
// 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();
}
예제 #2
0
void CUIImageBox::Render()
{
	// Get position
	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;
	float fU0 = m_rtUV.U0 + (m_rtUV.U1 - m_rtUV.U0) * m_rtRenderRegion.Left / float(m_nWidth);
	float fU1 = m_rtUV.U0 + (m_rtUV.U1 - m_rtUV.U0) * m_rtRenderRegion.Right / float(m_nWidth);
	float fV0 = m_rtUV.V0 + (m_rtUV.V1 - m_rtUV.V0) * m_rtRenderRegion.Top / float(m_nHeight);
	float fV1 = m_rtUV.V0 + (m_rtUV.V1 - m_rtUV.V0) * m_rtRenderRegion.Bottom / float(m_nHeight);

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

	if(m_eImageType == IT_GENERAL)
	{
		pDrawPort->InitTextureData( m_ptdBaseTexture );
		pDrawPort->AddTexture(nX0, nY0, nX1, nY1,
											fU0, fV0,
											fU1, fV1,
											0xFFFFFFFF );
		pDrawPort->FlushRenderingQueue();
	}
	else if (m_eImageType == IT_CORPS)
	{
		pDrawPort->InitTextureData( m_ptdCorps );
		pDrawPort->AddTexture(nX0, nY0, nX1, nY1,
											fU0, fV0,
											fU1, fV1,
											0xFFFFFFFF );
		pDrawPort->FlushRenderingQueue();
	}
	else
	{
		UIBtnExType bet;
		switch(m_eImageType)
		{
			case IT_EXP:
			case IT_MONEY:
			case IT_ITEM:
			case IT_SP:		// [090617: selo] SP 이미지 타입
			case IT_RVR_POINT:
				bet = UBET_ITEM;
				break;
			case IT_SKILL:
			case IT_SSKILL:
			case IT_AFFINITY: // 친화도 개편2 친화도 타입 추가 [2/7/2013 Ranma]
				bet = UBET_SKILL;
				break;
			case IT_ACTION:
				bet = UBET_ACTION;
				break;
			case IT_AFFINITY_MONSTER:
				bet = UBET_COMBO;				
				break;
		}
		pDrawPort->AddBtnTexture(m_nTextureID, nX0, nY0, nX1, nY1,
											fU0, fV0,
											fU1, fV1,
											0xFFFFFFFF );
		pDrawPort->FlushBtnRenderingQueue( bet, PBT_BLEND );

		if(m_bHighlight)
		{
			pDrawPort->AddBtnTexture(m_nTextureID, nX0, nY0, nX1, nY1,
												fU0, fV0,
												fU1, fV1,
												m_colHighlight );

			// Render all button elements
			pDrawPort->FlushBtnRenderingQueue( bet, PBT_ADD );
		}
	}
}
예제 #3
0
// ----------------------------------------------------------------------------
// 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();
}
예제 #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;
        }
    }
}
예제 #5
0
// ------------------------------------------------------------------------------
// 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();
}