#pragma once //#include "SUIWnd.h" // UI 공통 클래스 //--------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------- // // class SUIProgressWnd // // * 아이템합성 진척도 출력 윈도우. // // //--------------------------------------------------------------------------------------------- class SUIProgressWnd : public SUIWnd { private: KUIWnd* m_pProgressBar; KUIWnd* m_pLightWnd; KUIWnd* m_pEndEffectWnd; int nEffectSpeed; float m_fMaxWidth; // Progress 최대너비. KRect m_Rect; // Progress 영역. DWORD m_oldTime; // 이전시간. DWORD m_dTime; // 누적시간. float m_fProgressPercent; // 진행도 백분률. SIMSG_TOGGLE_UIWINDOW::_UIWINDOW_TYPE m_returnWnd; // 진행완료 후 완료를 전달한 윈도우. bool m_bStart; // 진행시작 여부. KPoint m_WndPos; // 윈도우 위치. public : SUIProgressWnd( SGameManager * pGameManager ); virtual ~SUIProgressWnd(); //------------------------------------------ virtual SUIWnd* CreateWnd( const char* szFile, KUIWndManager* pWndManager, KPoint kPos, int nWindowID ); virtual bool InitControls( KPoint kPos ); virtual void OnNotifyUIWindowOpen( bool bOpen, bool bLimitWnd = true ); virtual void Render( KViewportObject *viewport,bool isFront ); virtual void Process(DWORD dwTime); virtual void ProcMsgAtStatic( SGameMessage* pMsg ); virtual void PumpUpMessage( LPCSTR lpszControlID, DWORD nMessage, DWORD lparam, DWORD wparam ); private: //------------------------------------------ void Release(); // 메모리 해제. void clear(); // Progress 관련 변수 초기화. };