void CCollectingWnd::Update() { #if __VER >= 11 // __SYS_COLLECTING if(!g_pPlayer) return; CItemElem* pCollector = g_pPlayer->GetCollector(); if(pCollector) { char szTemp[64]; CWndStatic* pLevel = (CWndStatic*)GetDlgItem( WIDC_STATIC3 ); memset(szTemp, 0, 64); sprintf(szTemp, "%d / 5", pCollector->GetAbilityOption()); pLevel->SetTitle(szTemp); } #endif }
void CCollectingWnd::OnInitialUpdate() { CWndNeuz::OnInitialUpdate(); #if __VER >= 11 // __SYS_COLLECTING // 여기에 코딩하세요 if(!g_pPlayer) return; CItemElem* pCollector = g_pPlayer->GetCollector(); if(pCollector) { char szTemp[64]; //CWndStatic* pBettery = (CWndStatic*)GetDlgItem( WIDC_STATIC5 ); CWndStatic* pLevel = (CWndStatic*)GetDlgItem( WIDC_STATIC3 ); CWndStatic* pPic1 = (CWndStatic*)GetDlgItem( WIDC_PIC1 ); CWndStatic* pPic2 = (CWndStatic*)GetDlgItem( WIDC_PIC2 ); LPWNDCTRL lpWndCtrl1 = GetWndCtrl( WIDC_STATIC1 ); LPWNDCTRL lpWndCtrl2 = GetWndCtrl( WIDC_STATIC2 ); LPWNDCTRL lpGauge = GetWndCtrl( WIDC_GAUGE ); CRect rect = GetClientRect(); CRect rectTemp; int nWidthClient= lpGauge->rect.Width(); int nMax = CCollectingProperty::GetInstance()->GetMaxBattery(); int nRatio = pCollector->m_nHitPoint / nMax; int nWidth = nWidthClient * nRatio; int nBtryRemain = pCollector->m_nHitPoint; if(nBtryRemain < 0) nBtryRemain = 0; m_BetteryRect = lpWndCtrl1->rect; m_LevelRect = lpWndCtrl2->rect; if(!m_pVBGauge) m_pApp->m_pd3dDevice->CreateVertexBuffer( sizeof( TEXTUREVERTEX2 ) * 3 * 6, D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, D3DFVF_TEXTUREVERTEX2, D3DPOOL_DEFAULT, &m_pVBGauge, NULL ); m_pTexGauEmptyNormal = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff ); m_pTexGauFillNormal = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff ); /*m_texGauEmptyNormal.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff, TRUE ); m_texGauEmptySmall.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptySmall.bmp" ), 0xffff00ff, TRUE ); m_texGauFillNormal.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptyNormal.bmp" ), 0xffff00ff, TRUE ); m_texGauFillSmall.LoadTexture( m_pApp->m_pd3dDevice, MakePath( DIR_THEME, "GauEmptySmall.bmp" ), 0xffff00ff, TRUE ); */ wsprintf(m_pbufText, "%d / %d (%d%%)", nBtryRemain, nMax, nRatio * 100); m_nGWidth = nWidth; rect = lpGauge->rect; rectTemp = rect; rectTemp.right = rectTemp.left + nWidth; ClientToScreen( rectTemp ); //m_bVBGauge = m_pTheme->MakeGaugeVertex( m_pApp->m_pd3dDevice, &rect, 0x640010ff, m_pVBGauge, m_pTexGauFillNormal ); memset(szTemp, 0, 64); sprintf(szTemp, "%d / 5", pCollector->GetAbilityOption()); pLevel->SetTitle(szTemp); m_pTexBatt = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, _T( "Icon_ColBattery.tga" )), 0xffff00ff ); m_pTexLevel = CWndBase::m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_ICON, _T( "Icon_ColLevel.tga" )), 0xffff00ff ); /* if(!m_pModel) m_pModel = new CModelObject; m_pModel = (CModelObject*)prj.m_modelMng.LoadModel( g_Neuz.m_pd3dDevice, OT_ITEM, pCollector->m_dwItemId ); m_pModel->InitDeviceObjects( g_Neuz.GetDevice() );*/ } // 윈도를 중앙으로 옮기는 부분. CRect rectRoot = m_pWndRoot->GetLayoutRect(); CRect rectWindow = GetWindowRect(); CPoint point( rectRoot.right - rectWindow.Width(), 110 ); Move( point ); #endif }