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

121 lines
3.7 KiB
C++

#include "SunClientPrecompiledHeader.h"
#ifdef _DEV_VER
#ifdef _NA_006519_20130311_TEXTURE_VIEWER
#include "uiTextureviewerman\uitextureviewerman.h"
#include "uiTextureViewerSearchWindow/uiTextureViewerSearchWindow.h"
#include "uiTextureViewerTextureWindow/uiTextureViewerTextureWindow.h"
#include "interfacemanager.h"
const DWORD IM_TEXTUREVIEWER_MANAGER::TEXTUREVIEWER_SEARCH_WINDOW = g_IDGenerator.GenerateID();
const DWORD IM_TEXTUREVIEWER_MANAGER::TEXTUREVIEWER_TEXTURE_WINDOW = g_IDGenerator.GenerateID();
const char c_strDlgFname_TextureViewer_SearchWindow[] = ("Data\\Interface\\61_3_BattleZone_Create_room.iwz");
const char c_strDlgFname_Texture_Viewer_Texture_Window[] = ("Data\\Interface\\Texture_Viewer_View.iwz");
uiTextureViewerMan::uiTextureViewerMan(InterfaceManager* pUIMan):
uiBaseMan(pUIMan)
{
ui_texture_viewer_search_window_ = NULL;
ui_texture_viewer_texture_window_ = NULL;
}
uiTextureViewerMan::~uiTextureViewerMan(void)
{
}
void uiTextureViewerMan::OnInitialize()
{
// Texture Viewer 시작
ui_texture_viewer_search_window_ = CreateUIDialog<uiTextureViewerSearchWindow>
(IM_TEXTUREVIEWER_MANAGER::TEXTUREVIEWER_SEARCH_WINDOW,
c_strDlgFname_TextureViewer_SearchWindow,
this, TRUE, TRUE);
assert(ui_texture_viewer_search_window_);
ui_texture_viewer_texture_window_ = CreateUIDialog<uiTextureViewerTextureWindow>
(IM_TEXTUREVIEWER_MANAGER::TEXTUREVIEWER_TEXTURE_WINDOW,
c_strDlgFname_Texture_Viewer_Texture_Window,
this, TRUE, TRUE);
assert(ui_texture_viewer_texture_window_);
}
uiBase* uiTextureViewerMan::GetTextureViewerWindow( DWORD texture_viewer_window_id )
{
uiBase* ui_texture_viewer_window_ptr = NULL;
switch(texture_viewer_window_id)
{
case UI_TEXTURE_VIEWER_SEARCH_WINDOW: // 기본적인 SEARCH 윈도우
{
//ui_texture_viewer_window_ptr = (uiBase*) ui_texture_viewer_search_window_;
ui_texture_viewer_window_ptr = static_cast<uiBase*> (ui_texture_viewer_search_window_);
break;
}
case UI_TEXTURE_VIEWER_TEXTURE_WINDOW: // Texture를 뿌려줄 Frame
{
//ui_texture_viewer_window_ptr = (uiBase*) ui_texture_viewer_texture_window_;
ui_texture_viewer_window_ptr = static_cast<uiBase*> (ui_texture_viewer_texture_window_);
}
break;
default:
{
}
break;
}
return ui_texture_viewer_window_ptr;
}
void uiTextureViewerMan::ToggleTextureViewerWindow( DWORD texture_viewer_window_id )
{
uiBase* ui_texture_viewer_window_ptr = GetTextureViewerWindow(texture_viewer_window_id);
if (ui_texture_viewer_window_ptr)
{
BOOL is_show = ui_texture_viewer_window_ptr->IsVisible();
ui_texture_viewer_window_ptr->ShowInterface((is_show != TRUE));
//RECT rc = { 0, 0, 800, 600 };
// ((uiTextureViewerTextureWindow*)ui_texture_viewer_window_ptr)->Render(rc);
}
}
uiBase* uiTextureViewerMan::get_texture_viewer_item( int type )
{
uiBase* texture_viewer_item_ptr = NULL;
switch (type)
{
case UI_TEXTURE_VIEWER_SEARCH_WINDOW:
{
texture_viewer_item_ptr = static_cast<uiBase*> (ui_texture_viewer_search_window_);
}
break;
case UI_TEXTURE_VIEWER_TEXTURE_WINDOW:
{
texture_viewer_item_ptr = static_cast<uiBase*> (ui_texture_viewer_texture_window_);
}
break;
default:
{
}
break;
}
return texture_viewer_item_ptr;
}
void uiTextureViewerMan::textureviewer_search_start( void )
{
uiTextureViewerSearchWindow* ptr = NULL;
if (ui_texture_viewer_search_window_)
{
if (ui_texture_viewer_search_window_->get_Is_start() == false)
{
ui_texture_viewer_search_window_->StartTree();
}
}
}
#endif
#endif