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