#ifndef __UIBASEMAN_DEFINE_H__ #define __UIBASEMAN_DEFINE_H__ #include "ItemUnitRenderer.h" #pragma warning(disable : 4995) //------------------------------------------------------------------------------ // user interface enumeration // enum { UIMAN_RANDOM=0, // login UIMAN_LOGIN, // party UIMAN_PARTY, // battlezone UIMAN_BATTLEZONE, // guild UIMAN_GUILD, // skill UIMAN_SKILL, // trade UIMAN_TRADE, // vendor UIMAN_VENDOR, // system UIMAN_SYSTEM, // char popup UIMAN_CHAR_POPUP, // help UIMAN_HELP, UIMAN_ITEM_COMPOSITE, UIMAN_QUEST, UIMAN_EVENT, #ifdef _KIKI_UI_WEB_DIALOG UIMAN_WEB, #endif UIMAN_ITEM_DIV, UIMAN_WAYPOINT, UIMAN_PCBANG_EVENT_TIME, UIMAN_RADAR, #ifdef _NA_000000_20130114_RENEWER_UI #else UIMAN_OPTIONMENU, #endif UIMAN_CHAT, UIMAN_INVENTORY, UIMAN_ASSIST, UIMAN_MENU, UIMAN_QUICKCONTAINER, UIMAN_HEROGAUGE, UIMAN_BANK, UIMAN_CREATECHARACTER, UIMAN_TARGET, UIMAN_SUMMONTARGET, UIMAN_REWARD, UIMAN_ENCHANT, UIMAN_COMPOSITE, UIMAN_SUMMONSKILL, UIMAN_CAST, UIMAN_BATTLELOBBY, UIMAN_SKILLQUEUE, UIMAN_NPCPORTAL, UIMAN_TIREDSYSTEM, UIMAN_AREACONQUEST, UIMAN_ENDURANCE, UIMAN_SHOP, UIMAN_CHARACTERSELECT, UIMAN_CHARACTERSTATUS, UIMAN_TOOLTIP, UIMAN_MISSION_RANK, UIMAN_CHAO, UIMAN_COMMUNITY, #ifdef _NA_0_20110613_GAME_SHOP_RENEWAL //! 2011.7.22 / i4u4me / ij½Ã¼¥ ÀÛ¾÷ #else UIMAN_CASH_ITEM_SHOP, #endif //#ifdef _NA_0_20110613_GAME_SHOP_RENEWAL UIMAN_SOCKET_REMOVE, UIMAN_PASSWORD, #ifdef __CN_269_MATRIX_CARD_AUTH UIMAN_MATRIX_CARD, #endif//__CN_269_MATRIX_CARD_AUTH UIMAN_MISSION_RELAY, UIMAN_FATE_ITEM_SYSTEM, #ifdef _YJ_FISHING_SYSTEM_000933 UIMAN_FISHING_SYSTEM, #endif //_YJ_FISHING_SYSTEM_000933 UIMAN_TOOLTIP2, UIMAN_ITEM_STAT_CHANGE, UIMAN_SSQ_SYSTEM, UIMAN_PERSONAL_WAYPOINT, UIMAN_PET_MAN, UIMAN_LOTTO_MAN, UIMAN_NOTICE, UIMAN_DOMINATIONWAR_TOWER, UIMAN_BATTLE_SCORE, UIMAN_CHAR_CUSTOMIZE, UIMAN_MISSION_OBJECT, #ifdef _YMS_AUTOBOT_GAME UIMAN_AUTOBOT, //! 2010.8.18 / i4u4me / ¿ÀÅäÅø #endif //_YMS_AUTOBOT_GAME UIMAN_NEW_SOCKET, //½Å±Ô ¼ÒÄϰü·Ã(¼ÒÄÏÀðµåÇÕ¼º,...) #ifdef _DEV_VER UIMAN_GM_WINDOW, // GM À©µµ¿ì #endif//DEV_VER //_DH_GM_WINDOW #ifdef _NA_0_20110613_GAME_SHOP_RENEWAL UIMAN_CONVENIENCESTORE, //! 2011.6.13 / i4u4me / ij½Ã¼¥ ¸®´º¾ó #endif //_NA_0_20110613_GAME_SHOP_RENEWAL UIMAN_GUIDE_SYSTEM, // Á¤º¸ ¿­¶÷½Ç #ifdef _DH_BATTLEZONE2_ UIMAN_BATTLE_ZONE_MANAGER, // ¹èƲÁ¸ 2 (2011.07¹öÀü) by elflee #endif//_DH_BATTLEZONE2_ #ifdef _NA_005026_20120527_CHAOS_ZONE_BATTLE_GROUND UIMAN_CHAOS, //ÀüÀå #endif//_NA_005026_20120527_CHAOS_ZONE_BATTLE_GROUND UIMAN_OPTION2, #ifdef _DEV_VER #ifdef _NA_006519_20130311_TEXTURE_VIEWER UIMAN_TEXTURE_VIEWER_MANAGER, // 20130312 Texture_Viewer_Manager È«¼ºÇö #endif #endif #ifdef _NA_007086_20140318_MONSTERBOOK UIMAN_MONSTERBOOK, // ¸ó½ºÅ͵µ°¨ #endif//_NA_007086_20140318_MONSTERBOOK #ifdef _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE UIMAN_FPGAUGE, // FP°ÔÀÌÁö #endif // _NA_007514_20140828_NEW_CHARACTER_WITCHBLADE #ifdef _NA_007932_20150112_ATTENDANCE_CHECK_SYSTEM UIMAN_ATTENDANCE_CHECK, // Ã⼮üũ #endif //_NA_007932_20150112_ATTENDANCE_CHECK_SYSTEM #ifdef _NA_008016_20150203_SUN_RANKING_SYSTEM UIMAN_SUNRANKING, // SUNRanking #endif // _NA_008016_20150203_SUN_RANKING_SYSTEM #ifdef _NA_008121_20150311_EQUIPMENT_AWAKENING_SYSTEM UIMAN_EQUIPMENT_WAKEUP, // Àåºñ °¢¼º #endif // _NA_008121_20150311_EQUIPMENT_AWAKENING_SYSTEM #ifdef _NA_008121_20150318_EQUIPMENT_EVOLUTION_SYSTEM UIMAN_EQUIPMENT_EVOLUTION, // Àåºñ ÁøÈ­ #endif // _NA_008121_20150318_EQUIPMENT_EVOLUTION_SYSTEM #ifdef _NA_008283_20150511_NOTIFICATIONS_SYSTEM UIMAN_NOTIFICATIONS_SYSTEM, // ¾Ë¸² ¸Þ½ÃÁö #endif // _NA_008283_20150511_NOTIFICATIONS_SYSTEM #ifdef _NA_008405_20150716_MINIGAME_BINGO UIMAN_MINIGAME, #endif // _NA_008405_20150716_MINIGAME_BINGO #ifdef _NA_008800_20160510_COMBAT_RECORD_SYSTEM UIMAN_COMBAT_RECORD, #endif // _NA_008800_20160510_COMBAT_RECORD_SYSTEM UIMAN_MAX, }; //------------------------------------------------------------------------------ // class prototypes // class InterfaceManager; class uiBase; class uiBaseMan; // LOGIN class uiLoginMan; // PARTY class uiPartyMan; // BATTLEZONE class uicRealyInfo; class uiBattleZoneMan; // GUILD class uiGuildMan; // SKILL class uiSkillMan; // TRADE class uiTradeMan; // VENDOR class uiVendorMan; // SYSTEM class uiSystemMan; class uiEventMan; #ifdef _KIKI_UI_WEB_DIALOG class uiWebDialogMan; #endif class uiCharPopupMan; class uiHelpMan; class SkillScriptInfo; class uiWayPointMan; class uiPersonalWayPointMan; #if defined (_NA_006802_20130704_REORGANIZATION_RANK_SYSTEM) class uiMissionRankMan2; #else class uiMissionRankMan; #endif // _NA_006802_20130704_REORGANIZATION_RANK_SYSTEM class uiCommunityMan; class uiCashItemShopMan; class uiPasswordMan; #ifdef __CN_269_MATRIX_CARD_AUTH class uiMatrixCardMan; #endif//__CN_269_MATRIX_CARD_AUTH class uiFateItemSystemMan; #ifdef _YJ_FISHING_SYSTEM_000933 class uiFishingMan; #endif //_YJ_FISHING_SYSTEM_000933 //------------------------------------------------------------------------------ class uicRelayInfo { public: uicRelayInfo() {} ~uicRelayInfo() {} uicRelayInfo(const uicRelayInfo& src); uicRelayInfo& operator=(const uicRelayInfo& rhs); KEYTYPE m_HuntingKey; //< Âü°¡ÇÒ ÇåÆÃ Ű CODETYPE m_MapCode; //< »ý¼ºÇÒ ¸Ê Á¤º¸ BASE_ROOMINFO m_RoomInfo; //< »ý¼ºÇÒ ¹æ Á¤º¸ ADDITIONAL_ROOMINFO m_AdditionalInfo; //< »ý¼ºÇÒ ºÎ°¡ Á¤º¸ BYTE m_FieldInUseClient; BYTE m_byRoomPublic; //< eZONEPUBLIC TCHAR m_pszRoomPWD[MAX_ROOMPASSWORD_LENGTH]; }; //------------------------------------------------------------------------------ /** */ inline uicRelayInfo::uicRelayInfo(const uicRelayInfo& src) : m_HuntingKey (src.m_HuntingKey), m_MapCode (src.m_MapCode), m_byRoomPublic (src.m_byRoomPublic), m_FieldInUseClient (src.m_FieldInUseClient) { StrCopy (this->m_pszRoomPWD, src.m_pszRoomPWD); memcpy ((BASE_ROOMINFO *)&m_RoomInfo, (BASE_ROOMINFO *)&src.m_RoomInfo, sizeof (BASE_ROOMINFO)); memcpy ((ADDITIONAL_ROOMINFO *)&m_AdditionalInfo, (ADDITIONAL_ROOMINFO *)&src.m_AdditionalInfo, sizeof (ADDITIONAL_ROOMINFO)); } //------------------------------------------------------------------------------ /** */ inline uicRelayInfo& uicRelayInfo::operator=(const uicRelayInfo& rhs) { StrCopy (this->m_pszRoomPWD, rhs.m_pszRoomPWD); memcpy ((BASE_ROOMINFO *)&m_RoomInfo, (BASE_ROOMINFO *)&rhs.m_RoomInfo, sizeof (BASE_ROOMINFO)); memcpy ((ADDITIONAL_ROOMINFO *)&m_AdditionalInfo, (ADDITIONAL_ROOMINFO *)&rhs.m_AdditionalInfo, sizeof (ADDITIONAL_ROOMINFO)); this->m_HuntingKey = rhs.m_HuntingKey; this->m_MapCode = rhs.m_MapCode; this->m_byRoomPublic = rhs.m_byRoomPublic; this->m_FieldInUseClient = rhs.m_FieldInUseClient; return *this; } //------------------------------------------------------------------------------ /** ½ºÅ³ Á¤º¸ */ class uicSkillInfo { public: uicSkillInfo() { Clear(); } uicSkillInfo(const uicSkillInfo& src); uicSkillInfo& operator=(const uicSkillInfo& rhs); void Clear() { m_pCurrentSkillInfo = NULL; m_pNextSkillInfo = NULL; m_State = SLOT_RENDER_STATE_NONE; m_BlockState = SLOT_RENDER_STATE_NONE; m_bEnableLevelup = false; m_TabIndex = 1; m_IsMaxLevel = false; m_IsActive = false; } SkillScriptInfo* m_pCurrentSkillInfo; // ÇöÀç ·¹º§ ½ºÅ³ Á¤º¸ SkillScriptInfo* m_pNextSkillInfo; // ´ÙÀ½ ·¹º§ ½ºÅ³ Á¤º¸ int m_SlotIndex; // GetSlot (iSlotNo) eSLOT_RENDER_STATE m_State; // Ȱ¼ºÈ­ »óÅ eSLOT_RENDER_STATE m_BlockState; // ºí·Ï »óÅ bool m_bEnableLevelup; // ·¹º§¾÷ °¡´É int m_TabIndex; // ÅÜ bool m_IsMaxLevel; // ÃÖ´ë·¹º§ bool m_IsActive; // Ȱ¼ºÈ­¿©ºÎ (½Àµæ ¿©ºÎ) }; //------------------------------------------------------------------------------ /** */ inline uicSkillInfo::uicSkillInfo(const uicSkillInfo& src) { this->m_pCurrentSkillInfo = src.m_pCurrentSkillInfo; this->m_pNextSkillInfo = src.m_pNextSkillInfo; this->m_SlotIndex = src.m_SlotIndex; this->m_State = src.m_State; this->m_bEnableLevelup = src.m_bEnableLevelup; this->m_TabIndex = src.m_TabIndex; this->m_BlockState=src.m_BlockState; this->m_IsMaxLevel = src.m_IsMaxLevel; this->m_IsActive = src.m_IsActive; } //------------------------------------------------------------------------------ /** */ inline uicSkillInfo& uicSkillInfo::operator=(const uicSkillInfo& rhs) { this->m_pCurrentSkillInfo = rhs.m_pCurrentSkillInfo; this->m_pNextSkillInfo = rhs.m_pNextSkillInfo; this->m_SlotIndex = rhs.m_SlotIndex; this->m_State = rhs.m_State; this->m_bEnableLevelup = rhs.m_bEnableLevelup; this->m_TabIndex = rhs.m_TabIndex; this->m_BlockState=rhs.m_BlockState; this->m_IsMaxLevel = rhs.m_IsMaxLevel; this->m_IsActive = rhs.m_IsActive; return *this; } //------------------------------------------------------------------------------ /** ½ºÅ¸ÀÏ Á¤º¸ */ class uicStyleInfo { public: uicStyleInfo() { Clear(); } uicStyleInfo(const uicStyleInfo& src) { this->m_pCurrentStyleInfo = src.m_pCurrentStyleInfo; this->m_pNextStyleInfo = src.m_pNextStyleInfo; this->m_SlotIndex = src.m_SlotIndex; this->m_State = src.m_State; this->m_bEnableLevelup = src.m_bEnableLevelup; } uicStyleInfo& operator=(const uicStyleInfo& rhs) { this->m_pCurrentStyleInfo = rhs.m_pCurrentStyleInfo; this->m_pNextStyleInfo = rhs.m_pNextStyleInfo; this->m_SlotIndex = rhs.m_SlotIndex; this->m_State = rhs.m_State; this->m_bEnableLevelup = rhs.m_bEnableLevelup; return *this; } void Clear() { m_pCurrentStyleInfo = NULL; m_pNextStyleInfo = NULL; m_State = SLOT_RENDER_STATE_NONE; m_bEnableLevelup = false; } BASE_STYLEINFO* m_pCurrentStyleInfo; // ÇöÀç ·¹º§ ½ºÅ¸ÀÏ Á¤º¸ BASE_STYLEINFO* m_pNextStyleInfo; // ´ÙÀ½ ·¹º§ ½ºÅ¸ÀÏ Á¤º¸ int m_SlotIndex; // GetSlot (iSlotNo) eSLOT_RENDER_STATE m_State; // Ȱ¼ºÈ­ »óÅ bool m_bEnableLevelup; // ·¹º§¾÷ °¡´É }; //------------------------------------------------------------------------------ /** ÆÐŶ °ü¸® Á¤º¸ */ class uicPacketControl { public: uicPacketControl() { clear(); } uicPacketControl(const uicPacketControl& src) { m_second = src.m_second; m_working = src.m_working; } uicPacketControl& operator=(const uicPacketControl& rhs) { m_second = rhs.m_second; m_working = rhs.m_working; return *this; } //------------------------------------------------------------------------------ /** */ void clear() { m_working = false; m_second = 0; } //------------------------------------------------------------------------------ bool timeOut() { if ( m_second && (m_second < clock_function::GetTickCount()) ) return true; return false; } //------------------------------------------------------------------------------ /** */ bool getWorking() { return m_working; } //------------------------------------------------------------------------------ /** */ void setWorking(DWORD sec=0) { if (sec>=1) { m_second = (clock_function::GetTickCount() + (1000 * sec)); } else { m_second = 0; } m_working = true; } //------------------------------------------------------------------------------ /** */ DWORD getSecond() { return m_second; } private: DWORD m_second; bool m_working; }; //------------------------------------------------------------------------------ #endif // __UIBASEMAN_DEFINE_H__