Files
2026-06-01 12:46:52 +02:00

109 lines
2.5 KiB
C++

#include "stdafx.h"
#include "SUIFulldownPlayerWnd.h"
#include "SGameManager.h"
#include "KUIControlButton.h"
bool SUIFulldownPlayerWnd::InitControls( KPoint kPos )
{
// 숫자만 입력
// KUIControlEdit* pEdit = ( KUIControlEdit* )GetChild( "input_edit" );
// if( pEdit )
// {
// pEdit->SetOnlyNumber(true);
// pEdit->SetLimitation( c_nInputNumberLimit );
// }
// SetCustomMovingRect( KRect(0, 0, 224, 20) );
// 버튼 클릭 영역
//SetValidRect( "input_ok", KRect(0,0,-c_nButtonClickArea,0) );
//SetValidRect( "input_cancel", KRect(c_nButtonClickArea,0,0,0) );
return SUIWnd::InitControls(kPos);
}
bool SUIFulldownPlayerWnd::InitData( bool bReload )
{
// m_nAllValue = 0;
// m_RequestWindow = SIMSG_TOGGLE_UIWINDOW::UIWINDOW_INPUTNUMBER;
return SUIWnd::InitData(bReload);
}
void SUIFulldownPlayerWnd::PumpUpMessage( LPCSTR lpszControlID, DWORD nMessage, DWORD lparam, DWORD wparam )
{
switch(nMessage)
{
case KUI_MESSAGE::KBUTTON_CLICK:
if( !::_stricmp( lpszControlID, "button01" ) )
{
}
if( !::_stricmp( lpszControlID, "button02" ) )
{
m_pGameManager->PostMsgAtDynamic( new SIMSG_SHOW_UIWINDOW( SIMSG_TOGGLE_UIWINDOW::UIWINDOW_PARTY_CREATE, true ) );
}
break;
case KUI_MESSAGE::KCHECK_CHANGE:
{
bool bCheck = false;
bCheck = IsCheck( lpszControlID );
SetCheck( lpszControlID, bCheck );
}
break;
}
SUIWnd::PumpUpMessage( lpszControlID, nMessage, lparam, wparam );
}
void SUIFulldownPlayerWnd::ProcMsgAtStatic( SGameMessage* pMsg )
{
switch(pMsg->nType)
{
case MSG_SCRIPT_SHOW_WINDOW:
{
}
break;
case IMSG_UI_REQ_INPUTNUMBER:
{
}
break;
case IMSG_UI_MOVE:
{
SIMSG_UI_MOVE* pMoveMsg = ( SIMSG_UI_MOVE* )pMsg;
MovePos( pMoveMsg->m_nX, pMoveMsg->m_nY );
pMsg->bUse = true;
}
break;
}
}
void SUIFulldownPlayerWnd::OnNotifyUIWindowOpen( bool bOpen, bool bLimitWnd )
{
if( bOpen )
{
}
}
bool SUIFulldownPlayerWnd::IsCheck( LPCSTR lpszControlID )
{
KUIControlCheck* pCheck = dynamicCast<KUIControlCheck*>( GetChild(lpszControlID) );
if( pCheck ) return pCheck->GetCheck();
return false;
}
void SUIFulldownPlayerWnd::SetCheck( LPCSTR lpszControlID, bool bFlag )
{
KUIControlCheck* pCheck = dynamicCast<KUIControlCheck*>( GetChild(lpszControlID) );
if( pCheck ) pCheck->SetCheck( bFlag );
}
void SUIFulldownPlayerWnd::SetCheckEnable( LPCSTR lpszControlID, bool bFlag )
{
KUIControlCheck* pCheck = dynamicCast<KUIControlCheck*>( GetChild(lpszControlID) );
if( pCheck )
{
if( bFlag )
pCheck->Enable();
else
pCheck->Disable();
}
}