89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
#pragma once
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//#include "SUIWnd.h"
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class SUIDisplayInfo;
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typedef unsigned int AR_HANDLE;
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namespace sui { struct sMarkState; } /// 2011.01.20 - prodongi
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class SUITargetWnd : public SUIWnd
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{
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public:
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SUITargetWnd( SGameManager* pGameManager, SUIDisplayInfo* pDisplayInfo )
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: SUIWnd( pGameManager )
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, m_pDisplayInfo( pDisplayInfo )
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, m_nOldDiffLevel( -1 )
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, m_bIsInFreePassMarkIcon( false )
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{
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m_markState = NULL;
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}
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~SUITargetWnd();
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virtual void Process( DWORD dwTime );
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virtual DWORD OnMouseMessage( DWORD dwMessage, int x, int y );
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virtual void PumpUpMessage( LPCSTR lpszControlID, DWORD nMessage, DWORD lparam, DWORD wparam );
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virtual void ProcMsgAtStatic( SGameMessage* pMsg );
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virtual void OnNotifyUIWindowOpen( bool bOpen, bool bLimitWnd = true );
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virtual bool InitData( bool bReload = false );
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private:
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SUIDisplayInfo* m_pDisplayInfo;
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bool m_bTarget;
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bool m_bTargetPortrait;
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bool m_bPVPCheck;
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int m_nTargetType;
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int m_nTargetLevel;
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int m_nTargetJobID;
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int m_nOldDiffLevel;
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bool m_bIsInFreePassMarkIcon; // 마우스가 프리 패스 마크 안에 들어와 있는가?
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void SetTargetName( const char* szName, int nMobID = -1 );
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void RefreshHP ( int nHP, int nMaxHP, bool aniGauge = false ); /// 2011.08.08 - prodongi
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void RefreshMP ( int nMP, int nMaxMP, bool aniGauge = false);
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void RefreshGauge( class KUIControlGauge* pGaugeControl, int nCurrent, int nMax, bool aniGauge = false ); /// 2011.08.08 - prodongi
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void ReleaseTarget();
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void ShowTargetPortrait();
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void UpdateTargetInfo();
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int GetTargetLevelInfo();
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void updateMarkStateList(AR_HANDLE handle); /// 2011.01.17 - prodongi
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void updateMarkStatusList(int status);
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void updateMarkStatusList(AR_HANDLE handle);
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void setShowLevel(bool show); /// 2011.02.14 레벨과 배경을 같이 설정한다 - prodongi
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void setTargetNameWithLenth(char const* targetName); /// 2011.02.14 레벨과 마크 컨트롤의 show/hide에 따른 이름 컨트롤 선택
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/// 2011.01.19 - prodongi
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void hideAllMark();
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sui::sMarkState* m_markState;
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};
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class SUITargetPortraitWnd : public SUIWnd
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{
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public:
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SUITargetPortraitWnd( SGameManager* pGameManager ) : SUIWnd( pGameManager ) { }
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virtual void ProcMsgAtStatic( SGameMessage* pMsg );
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virtual bool InitData( bool bReload = false );
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virtual void OnNotifyUIWindowOpen( bool bOpen, bool bLimitWnd = true );
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void SetSeqForm( struct SIMSG_UI_TARGET_INFO* pMsg );
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void SetSeqForm(struct SIMSG_UI_TARGET_PORTRAIT_REFRESH* msg);
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void SetSeqForm(AR_HANDLE handle, int objType, int mobID, char const* cobName, KSeqAvatarEx* seqForm, bool refresh);
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void SetTargetCamPos( K3DVertex & pos );
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protected:
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AR_HANDLE m_handle;
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};
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