Files
Sun1602/Client/GameClient/Interface/uiInventoryMan/uiInventoryMan.h
T
2022-10-26 12:25:11 +08:00

100 lines
3.2 KiB
C++

#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;
}