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 ZGameClient::OnClanStandbyClanList(int nPrevStageCount, int nNextStageCount, void* pBlob) { int nCount = MGetBlobArrayCount(pBlob); ZIDLResource* pRes = ZApplication::GetGameInterface()->GetIDLResource(); ZClanListBox* pListBox = (ZClanListBox*)pRes->FindWidget("Lobby_ClanList"); if (!pListBox) return; pListBox->ClearAll(); vector< int > vecClanID; for(int i=0; i<nCount; i++) { MTD_StandbyClanList* pNode = (MTD_StandbyClanList*)MGetBlobArrayElement(pBlob, i); _ASSERT(i<4); pListBox->SetInfo(i,pNode->nCLID,pNode->szClanName,pNode->nPlayers); //ProcessEmblem(pNode->nCLID, pNode->nEmblemChecksum); // Emblem // 클랜 URL이 없으면 Vector에 쌓는다 if (m_EmblemMgr.CheckEmblem(pNode->nCLID, pNode->nEmblemChecksum)) { // Begin Draw } else /*if (pNode->nEmblemChecksum != 0)*/ { vecClanID.push_back( pNode->nCLID ); } } //// Emblem // 클랜 URL이 없는 vector를 서버에 보낸다. if(vecClanID.size() > 0) { void* pBlob = MMakeBlobArray(sizeof(int), (int)vecClanID.size()); /// nOneBlobSize만큼 nBlobCount갯수만큼 배열한 블럭 만들기 int nCount = 0; for(vector<int>::iterator it = vecClanID.begin(); it != vecClanID.end(); it++, nCount++) { int *nClanID = (int*)MGetBlobArrayElement(pBlob, nCount); *nClanID = *it; } ZPostRequestEmblemURL(pBlob); MEraseBlobArray(pBlob); vecClanID.clear(); } ZIDLResource* pResource = ZApplication::GetGameInterface()->GetIDLResource(); MWidget* pBtn = pResource->FindWidget("StageBeforeBtn"); if (nPrevStageCount != -1) { if (nPrevStageCount == 0) { if (pBtn) pBtn->Enable(false); } else { if (pBtn) pBtn->Enable(true); } } pBtn = pResource->FindWidget("StageAfterBtn"); if (nNextStageCount != -1) { if (nNextStageCount == 0) { if (pBtn) pBtn->Enable(false); } else { if (pBtn) pBtn->Enable(true); } } }