#pragma once #include "uiBaseMan.h" #include "uiInventoryMan/uiInventoryDef.h" class InventoryDialog; class EventInventoryDialog; class LotteryInventoryDialog; class RiderInventoryDialog; class ExtendInventoryDialog; class InventoryFilterDialog; class uiHelmetShow; #ifdef _NA_002935_20110704_ITEM_SCORE class OtherPlayerEquipmentContainer; #endif //_NA_002935_20110704_ITEM_SCORE class uiPersonalWayPointWindow; class uiInventoryMan : public uiBaseMan { public: uiInventoryMan(InterfaceManager *pUIMan); public: virtual void OnInitialize(); void Send_CG_ITEM_INVENTORY_PWD_LOCKING_SYN( void ); void Send_CG_ITEM_INVENTORY_PWD_CHECK_SYN( BYTE ReqCode, TCHAR* szPassword = NULL); void Send_CG_ITEM_INVENTORY_PWD_SETTING_SYN( BYTE ReqCode, TCHAR* szPassword = NULL ); void SetPasswordState( int iPasswordDlgState ) {m_iPasswordDlgState = iPasswordDlgState;} int GetPasswordState( void ) {return m_iPasswordDlgState;} void SetPasswordStr(TCHAR* strPassword); TCHAR* GetPAsswordStr( void ) {return m_strPassword;} void ClearPassword(); void Send_CG_ITEM_HAMMER_OF_ALCHEMIST_SYN( POSTYPE itemPos ); void SetInventoryLockState( PLAYERINFO_FOR_PACKET::eINVEN_LOCK_MODE iInventoryLockState ); PLAYERINFO_FOR_PACKET::eINVEN_LOCK_MODE GetInventoryLockState( void ); void set_open_password_confirm(bool is_open); void SetRiderInvenDlg(BOOL bOpen); #ifdef _NA_002935_20110704_ITEM_SCORE void SetOtherPlayerEquipInventoryDialog(Player* player_pointer); #endif //_NA_002935_20110704_ITEM_SCORE #ifdef _NA_008016_20150203_SUN_RANKING_SYSTEM_STATUE BOOL GetOtherPlayerEquipmentContainerVisible(); #endif // _NA_008016_20150203_SUN_RANKING_SYSTEM_STATUE void ToggleExtendInvenDlg(); void ToggleFilterInvenDlg(); bool is_normal_inventory_type(){ return is_normal_inventory_type_; } void set_normal_inventory_type(bool set_type){ is_normal_inventory_type_ = set_type; } void ToggleWayPointInvenDlg(); void PasswordLockingSyn(DWORD dwStrIndex); void LockInventoryUI(); void UnlockInventoryUI(); void LockInventorySlot(POSTYPE slot_pos); void UnlockInventorySlot(POSTYPE slot_pos); private: BOOL _LoadUI(); TCHAR m_strPassword[PASSWD_MAX_LEN + 1]; int m_iPasswordDlgState; InventoryDialog* m_pInvenDlg; EventInventoryDialog* m_pEventInvenDlg; LotteryInventoryDialog* m_pLotteryInvenDlg; RiderInventoryDialog* m_pRiderInvenDlg; ExtendInventoryDialog* m_pExtendInvenDlg; InventoryFilterDialog* m_pInvenFilterDlg; bool is_normal_inventory_type_; #ifdef _NA_002935_20110704_ITEM_SCORE OtherPlayerEquipmentContainer* other_player_equipment_dialog_; #endif //_NA_002935_20110704_ITEM_SCORE #ifdef _NA_000000_20130114_RENEWER_UI uiHelmetShow* m_puiHelmet; #endif uiPersonalWayPointWindow* m_pPersonalWayPoint; bool open_password_confirm_; }; inline void uiInventoryMan::set_open_password_confirm(bool is_open) { open_password_confirm_ = is_open; }