#pragma once #include "uiBaseMan.h" #ifdef _NA_003027_20111013_HONOR_SYSTEM #include "TabCheckButtonControlManager.h" #endif //_NA_003027_20111013_HONOR_SYSTEM class uiCharaterAccumulatePointDialog; struct IM_CHARACTERSTATUS_MANAGER { static const DWORD CHARACTER_STATUS_DLG; static const DWORD CHARACTER_ACCUMULATEPOINT_DLG; }; class uiCharacterStatusMan : public uiBaseMan { enum ePacketPending { PKBOOL_CHARACTER_STATUS_BASE = 0, PKBOOL_CHARACTER_STATUS_USE_POINT_SYN, PKBOOL_CHARACTER_STATUS_ACCEPT_REWARD_SYN, PKBOOL_CHARACTER_STATUS_MAX, }; const static DWORD TIMEOUT_PACKET_PENDING = 3; public: #ifdef _NA_003027_20111013_HONOR_SYSTEM enum TabDialog { kStatus_Info, #ifdef _NA_008472_20150903_IMPROVED_BALANCE kStatus_Info2, #endif // _NA_008472_20150903_IMPROVED_BALANCE kSokect_Info, kHonor_Info, #ifdef _NA004034_20120102_POINT_WALLET_SYSTEM kCurrency_Info, #endif //_NA004034_20120102_POINT_WALLET_SYSTEM kTab_Max, }; #endif //_NA_003027_20111013_HONOR_SYSTEM public: uiCharacterStatusMan(InterfaceManager *pUIMan); //-------------------------------------------------------------------------- // init/release // public: virtual void OnInitialize(); void Clear(); void set_accumulate_time(DWORD accumulate_time) { accumulate_time_ = accumulate_time; } DWORD accumulate_time() { return accumulate_time_; } void set_accumulate_point(DWORD accumulate_point) { accumulate_point_ = accumulate_point; } DWORD accumulate_point() { return accumulate_point_; } DWORD require_point() { return require_point_; } static void ShowGainAccumulatePoint(DWORD new_point); // ÆÐŶ°ü·Ã ÇÔ¼ö virtual void NetworkProc(MSG_BASE * pMsg); virtual void InitPKBooleans(); void RECV_MSG_CG_CHARINFO_ACCUMULATE_POINT_CMD(MSG_CG_CHARINFO_ACCUMULATE_POINT_CMD* recv_msg); void SEND_MSG_CG_ITEM_QUERY_ACCUMULATE_POINT_ITEM_SYN(bool is_first); void SEND_MSG_CG_ITEM_USE_ACCUMULATE_POINT_SYN(); static void ShowCharacterStatusDialog(bool is_show); static void ToggleCharacterStatusDialog(); static PlayerAttributes* GetSimulationPlayerAttributes(); static void RefreshSimulationPlayerAttributes(); static void ResetSimulationStatCount(); #ifdef _NA_003027_20111013_HONOR_SYSTEM TabCheckButtonControllManager& status_dialog_tab_manager() { return status_dialog_tab_manager_; } #endif //_NA_003027_20111013_HONOR_SYSTEM private: void ProcessErrorCode(DWORD error_code); private: uiCharaterAccumulatePointDialog* accumulate_point_dialog_; DWORD accumulate_time_; DWORD accumulate_point_; DWORD require_point_; #ifdef _NA_003027_20111013_HONOR_SYSTEM TabCheckButtonControllManager status_dialog_tab_manager_; #endif //_NA_003027_20111013_HONOR_SYSTEM };