forked from metin2/client
convert comments in cpp files to utf8
This commit is contained in:
@@ -287,7 +287,7 @@ PyObject* grpGetSplitingTextLineCount(PyObject* poSelf, PyObject* poArgs)
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{
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i += 1;
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// <EFBFBD>ڵ<EFBFBD> <20><> <20>ٲǰ<DEB5> <20>ٷ<EFBFBD> | <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// 자동 줄 바꿈되고 바로 | 가 있을 경우
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if (iPosition>0)
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++iLineCount;
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@@ -337,15 +337,15 @@ PyObject* grpGetSplitingTextLine(PyObject* poSelf, PyObject* poArgs)
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int iPosition = 0;
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int iLineCount = 0;
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// 1<EFBFBD><EFBFBD> : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>ȵɱ<C8B5> -_-a
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// 2<EFBFBD><EFBFBD> : <EFBFBD><EFBFBD>.. <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> +_+
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// 1차 : 조금 더 깔끔하게 안될까 -_-a
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// 2차 : 오.. 좀 나아졌다 +_+
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for (DWORD i = 0; i < strlen(szText);)
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{
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if ('|' == szText[i])
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{
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i += 1;
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// <EFBFBD>ڵ<EFBFBD> <20><> <20>ٲǰ<DEB5> <20>ٷ<EFBFBD> | <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// 자동 줄 바꿈되고 바로 | 가 있을 경우
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if (iPosition>0)
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++iLineCount;
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iPosition = 0;
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@@ -18,10 +18,10 @@ void CGridSlotWindow::OnRenderPickingSlot()
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DWORD dwSlotNumber = UI::CWindowManager::Instance().GetAttachingSlotNumber();
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DWORD dwItemIndex = UI::CWindowManager::Instance().GetAttachingIndex();
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// UseMode <EFBFBD>̰<EFBFBD>..
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// UseMode 이고..
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if (m_isUseMode)
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{
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// Pick <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>..
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// Pick 된 아이템이 있으면..
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TSlot * pSlot = *SlotList.begin();
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TSlot * pCenterSlot;
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if (GetSlotPointer(pSlot->dwCenterSlotNumber, &pCenterSlot))
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@@ -40,7 +40,7 @@ void CGridSlotWindow::OnRenderPickingSlot()
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}
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}
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// <EFBFBD>ƴϸ<EFBFBD> <20>׳<EFBFBD> <20>ű<EFBFBD><C5B1><EFBFBD>
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// 아니면 그냥 옮기기
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if (CheckMoving(dwSlotNumber, dwItemIndex, SlotList))
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CPythonGraphic::Instance().SetDiffuseColor(1.0f, 1.0f, 1.0f, 0.5f);
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else
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@@ -85,8 +85,8 @@ BOOL CGridSlotWindow::GetPickedSlotPointer(TSlot ** ppSlot)
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{
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TSlot * pSlot = *itor;
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// NOTE : <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>̻<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڵ<EFBFBD>.. <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>°<EFBFBD>? - [levites]
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// NOTE : 한 슬롯 이상 사이즈의 아이템의 경우 가장 왼쪽 위의 슬롯 포인터를 리턴한다.
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// 명시적이지 못한 코드.. 더 좋은 방법은 없는가? - [levites]
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if (!pMinSlot)
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{
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pMinSlot = pSlot;
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@@ -119,7 +119,7 @@ BOOL CGridSlotWindow::GetPickedSlotPointer(TSlot ** ppSlot)
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*ppSlot = pCenterSlot;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD>̰<EFBFBD>..
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// 현재 아이템을 들고 있는 중이고..
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if (UI::CWindowManager::Instance().IsAttaching())
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{
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DWORD dwSlotNumber = UI::CWindowManager::Instance().GetAttachingSlotNumber();
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@@ -159,7 +159,7 @@ BOOL CGridSlotWindow::GetPickedSlotList(int iWidth, int iHeight, std::list<TSlot
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int ixStart = int(ix) - int(ixHalfStep - (ixHalfStep % 2));
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int ixEnd = int(ix) + int(ixHalfStep);
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// FIXME : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ã<><C3A3> - [levites]
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// FIXME : 제대로 된 계산 공식을 찾자 - [levites]
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int iyStart = 0, iyEnd = 0;
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if (1 == iHeight)
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@@ -214,7 +214,7 @@ BOOL CGridSlotWindow::GetPickedSlotList(int iWidth, int iHeight, std::list<TSlot
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}
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}
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// Refine Scroll <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3>
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// Refine Scroll 등을 위한 예외 처리
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if (m_isUseMode && 1 == pSlotPointerList->size())
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{
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TSlot * pMainSlot = *pSlotPointerList->begin();
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@@ -349,11 +349,11 @@ BOOL CGridSlotWindow::CheckMoving(DWORD dwSlotNumber, DWORD dwItemIndex, const s
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{
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TSlot * pSlot = *itor;
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if (dwSlotNumber != pSlot->dwCenterSlotNumber) // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڸ<EFBFBD><DAB8><EFBFBD> <20>ƴ<EFBFBD> <20><><EFBFBD>쿡
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if (dwSlotNumber != pSlot->dwCenterSlotNumber) // 들었던 자리가 아닐 경우에
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{
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if (0 != pSlot->dwItemIndex || pSlot->dwCenterSlotNumber != pSlot->dwSlotNumber) // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ְ<EFBFBD>
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if (0 != pSlot->dwItemIndex || pSlot->dwCenterSlotNumber != pSlot->dwSlotNumber) // 아이템이 있고
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{
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if (dwItemIndex != pSlot->dwItemIndex) // <EFBFBD>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <20><> <20>ű<EFBFBD>
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if (dwItemIndex != pSlot->dwItemIndex) // 다른 아이템이면 못 옮김
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return false;
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}
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}
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@@ -252,7 +252,7 @@ void CSlotWindow::SetCoverButton(DWORD dwIndex, const char * c_szUpImageName, co
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rpCoverButton->Enable();
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rpCoverButton->Show();
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// NOTE : Cover <EFBFBD><EFBFBD>ư<EFBFBD><EFBFBD> Plus <EFBFBD><EFBFBD>ư<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ӽ<EFBFBD> <20>ڵ带..
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// NOTE : Cover 버튼이 Plus 버튼을 가려버려서 임시 코드를..
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if (pSlot->pSlotButton)
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{
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SetTop(pSlot->pSlotButton);
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@@ -585,7 +585,7 @@ void CSlotWindow::RefreshSlot()
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{
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OnRefreshSlot();
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// NOTE : Refresh <EFBFBD>ɶ<EFBFBD> ToolTip <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>մϴ<D5B4> - [levites]
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// NOTE : Refresh 될때 ToolTip 도 갱신 합니다 - [levites]
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if (IsRendering())
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{
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TSlot * pSlot;
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@@ -862,8 +862,8 @@ void CSlotWindow::OnMouseOverOut()
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void CSlotWindow::OnMouseOver()
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{
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// FIXME : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>츦 <20>巡<EFBFBD><E5B7A1> <20>ϴ<EFBFBD> <20><><EFBFBD>߿<EFBFBD> SetTop<6F><70> <20>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Capture<72><65> Ǯ<><C7AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20>װ<EFBFBD><D7B0><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڵ<EFBFBD>.
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// <EFBFBD><EFBFBD> <20><> <20>ٺ<EFBFBD><D9BA><EFBFBD><EFBFBD><EFBFBD> <20>ذ<EFBFBD>å<EFBFBD><C3A5> ã<>ƾ<EFBFBD> <20><> <20><> - [levites]
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// FIXME : 윈도우를 드래깅 하는 도중에 SetTop이 되어버리면 Capture가 풀어져 버린다. 그것의 방지 코드.
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// 좀 더 근본적인 해결책을 찾아야 할 듯 - [levites]
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// if (UI::CWindowManager::Instance().IsCapture())
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// if (!UI::CWindowManager::Instance().IsAttaching())
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// return;
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@@ -991,7 +991,7 @@ void CSlotWindow::OnRender()
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TSlotListIterator itor;
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//
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7B8><EFBFBD>
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// 모든 슬롯 상자 그리기
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//////////////////////////////////////////////////////////////////////////
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#ifdef __RENDER_SLOT_AREA__
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CPythonGraphic::Instance().SetDiffuseColor(0.5f, 0.5f, 0.5f);
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@@ -1056,7 +1056,7 @@ void CSlotWindow::OnRender()
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if (fcurTime - rSlot.fStartCoolTime >= rSlot.fCoolTime)
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{
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// <EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1<><31> <20>̳<EFBFBD><CCB3><EFBFBD><EFBFBD><EFBFBD>..
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// 쿨타임이 끝난지 1초 이내라면..
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if ((fcurTime - rSlot.fStartCoolTime) - rSlot.fCoolTime < 1.0f)
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__CreateFinishCoolTimeEffect(&rSlot);
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@@ -1218,8 +1218,8 @@ BOOL CSlotWindow::GetPickedSlotPointer(TSlot ** ppSlot)
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int ixLocal = lx - m_rect.left;
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int iyLocal = ly - m_rect.top;
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// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѱ<EFBFBD><D1B0><EFBFBD> <20><><EFBFBD><EFBFBD> <20>̶<EFBFBD><CCB6><EFBFBD> <20><><EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ʒ<EFBFBD><C6B7><EFBFBD>
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// <EFBFBD><EFBFBD><EFBFBD>ʷ<EFBFBD> <20>˻<EFBFBD><CBBB><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ν<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> Slot<6F><74> <20>ڵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ȴٴ<C8B4> Ư<><C6AF><EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF>Ѵ<EFBFBD>. - [levites]
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// NOTE : 왼쪽 맨위 상단 한곳이 기준 이라는 점을 이용해 왼쪽 위에서부터 오른쪽 아래로
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// 차례로 검색해 감으로써 덮혀 있는 Slot은 자동 무시 된다는 특성을 이용한다. - [levites]
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for (TSlotListIterator itor = m_SlotList.begin(); itor != m_SlotList.end(); ++itor)
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{
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TSlot & rSlot = *itor;
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@@ -1227,7 +1227,7 @@ BOOL CSlotWindow::GetPickedSlotPointer(TSlot ** ppSlot)
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int ixCellSize = rSlot.ixCellSize;
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int iyCellSize = rSlot.iyCellSize;
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// NOTE : Item<EFBFBD><EFBFBD> Hide <EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>츦 <20><><EFBFBD><EFBFBD>..
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// NOTE : Item이 Hide 되어있을 경우를 위한..
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if (rSlot.isItem)
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{
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ixCellSize = max(rSlot.ixCellSize, int(rSlot.byxPlacedItemSize * ITEM_WIDTH));
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@@ -66,10 +66,10 @@ namespace UI
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void CWindow::Clear()
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{
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// FIXME : Children<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Delete<74><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Python<EFBFBD>ʿ<EFBFBD><EFBFBD><EFBFBD> Destroy<EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> <20>ٽ<EFBFBD> ȣ<><C8A3> <20><> <20><><EFBFBD>̹Ƿ<CCB9>..
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>´<EFBFBD>.
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// <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>´<EFBFBD> <20>ִ°<D6B4>? - [levites]
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// FIXME : Children을 즉시 Delete하지는 않는다.
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// 어차피 Python쪽에서 Destroy가 하나씩 다시 호출 될 것이므로..
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// 하지만 만약을 위해 링크는 끊어 놓는다.
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// 더 좋은 형태는 있는가? - [levites]
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std::for_each(m_pChildList.begin(), m_pChildList.end(), FClear());
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m_pChildList.clear();
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@@ -93,8 +93,8 @@ namespace UI
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m_bShow = false;
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}
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// NOTE : IsShow<EFBFBD><EFBFBD> "\xC0\xDA\xBD\xC5\xC0\xCC \xBA\xB8\xC0\xCC\xB4\xC2\xB0\xA1?" <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, __IsShowing<EFBFBD><EFBFBD> "\xC0\xDA\xBD\xC5\xC0\xCC \xB1\xD7\xB7\xC1\xC1\xF6\xB0\xED \xC0\xD6\xB4\xC2\xB0\xA1?" <EFBFBD><EFBFBD> üũ<C3BC>Ѵ<EFBFBD>
|
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// <EFBFBD>ڽ<EFBFBD><EFBFBD><EFBFBD> Show <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Tree <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Parent <EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> Hide <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>.. - [levites]
|
||||
// NOTE : IsShow는 "\xC0\xDA\xBD\xC5\xC0\xCC \xBA\xB8\xC0\xCC\xB4\xC2\xB0\xA1?" 이지만, __IsShowing은 "\xC0\xDA\xBD\xC5\xC0\xCC \xB1\xD7\xB7\xC1\xC1\xF6\xB0\xED \xC0\xD6\xB4\xC2\xB0\xA1?" 를 체크한다
|
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// 자신은 Show 지만 Tree 위쪽의 Parent 중 하나는 Hide 일 수 있으므로.. - [levites]
|
||||
bool CWindow::IsRendering()
|
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{
|
||||
if (!IsShow())
|
||||
@@ -577,7 +577,7 @@ namespace UI
|
||||
BOOL CWindow::OnMouseLeftButtonUp()
|
||||
{
|
||||
PyCallClassMemberFunc(m_poHandler, "OnMouseLeftButtonUp", BuildEmptyTuple());
|
||||
return TRUE; // NOTE : ButtonUp<EFBFBD><EFBFBD> <20><><EFBFBD>ܷ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> TRUE
|
||||
return TRUE; // NOTE : ButtonUp은 예외로 무조건 TRUE
|
||||
}
|
||||
|
||||
BOOL CWindow::OnMouseLeftButtonDoubleClick()
|
||||
@@ -1291,7 +1291,7 @@ namespace UI
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// MarkBox - <EFBFBD><EFBFBD>ũ <20><><EFBFBD>¿<EFBFBD> UI <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
// MarkBox - 마크 출력용 UI 윈도우
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////
|
||||
CMarkBox::CMarkBox(PyObject * ppyObject) : CWindow(ppyObject)
|
||||
{
|
||||
|
@@ -534,7 +534,7 @@ namespace UI
|
||||
if (m_pActiveWindow)
|
||||
m_pActiveWindow->OnKillFocus();
|
||||
|
||||
// <EFBFBD>̹<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>츮<EFBFBD><ECB8AE>Ʈ<EFBFBD>ȿ<EFBFBD> <20>ִٸ<D6B4> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>..
|
||||
// 이미 락된 윈도우리스트안에 있다면 제거한다..
|
||||
m_LockWindowList.remove(pWin);
|
||||
|
||||
if (m_pLockWindow)
|
||||
@@ -575,8 +575,8 @@ namespace UI
|
||||
|
||||
if (m_pActiveWindow)
|
||||
{
|
||||
// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Window<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Clear<61><72> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ұ<EFBFBD>?
|
||||
// <EFBFBD>ϴ<EFBFBD><EFBFBD><EFBFBD> <20>ߺ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȵǸ<C8B5> <20><>Ŀ<EFBFBD><C4BF> <20>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ü<EFBFBD><C3BC> 5<><35> <20≯<EFBFBD><CCB8>̴<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʿ<EFBFBD><CABF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>.. - [levites]
|
||||
// NOTE : 누적된 Window가 많아지면 Clear를 해줘야 할까?
|
||||
// 일단은 중복 누적이 안되며 포커스 되는 갯수 자체가 5개 미만이니 굳이 필요하지는 않을 듯.. - [levites]
|
||||
m_ActiveWindowList.push_back(m_pActiveWindow);
|
||||
m_pActiveWindow->OnKillFocus();
|
||||
}
|
||||
@@ -618,8 +618,8 @@ namespace UI
|
||||
CWindow * pParentWindow = pWin->GetParent();
|
||||
pParentWindow->SetTop(pWin);
|
||||
|
||||
// NOTE : Capture<EFBFBD><EFBFBD> <20><><EFBFBD>µȴ<C2B5>..? - [levites]
|
||||
// NOTE : <EFBFBD>κ<EFBFBD><EFBFBD>丮<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>巡<EFBFBD><E5B7A1> <20>ؼ<EFBFBD> <20>ۿ<EFBFBD><DBBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ĸ<>簡 <20><><EFBFBD>Ƽ<EFBFBD> â<><C3A2> <20><>ư<EFBFBD><C6B0> <20>ι<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>߰<EFBFBD>
|
||||
// NOTE : Capture가 리셋된다..? - [levites]
|
||||
// NOTE : 인벤토리에서 아이템을 드래그 해서 밖에다 놓을때 캡춰가 남아서 창의 버튼을 두번 눌러야 하는 버그를 위해 추가
|
||||
// ResetCapture();
|
||||
}
|
||||
|
||||
@@ -628,7 +628,7 @@ namespace UI
|
||||
if (m_pLockWindow)
|
||||
return;
|
||||
|
||||
// GameLayer<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>찡 <20><>ŷ <20>ƴٸ<C6B4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> SetTop<6F><70> <20><><EFBFBD>ش<EFBFBD>.
|
||||
// GameLayer에 속해 있는 윈도우가 피킹 됐다면 무조건 SetTop을 해준다.
|
||||
TLayerContainer::iterator itor = m_LayerWindowMap.find("UI");
|
||||
if (itor == m_LayerWindowMap.end())
|
||||
return;
|
||||
@@ -896,7 +896,7 @@ namespace UI
|
||||
{
|
||||
if (m_pLeftCaptureWindow->OnMouseLeftButtonUp())
|
||||
{
|
||||
// NOTE : <EFBFBD><EFBFBD><EFBFBD>⼭ m_pLeftCaptureWindow<EFBFBD><EFBFBD> NULL <EFBFBD><EFBFBD> <20><> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>!! - [levites]
|
||||
// NOTE : 여기서 m_pLeftCaptureWindow가 NULL 일 수 있습니다!! - [levites]
|
||||
m_pLeftCaptureWindow = NULL;
|
||||
return;
|
||||
}
|
||||
@@ -1099,7 +1099,7 @@ namespace UI
|
||||
return;
|
||||
}
|
||||
|
||||
// NOTE : <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʰ<EFBFBD> Activate<EFBFBD>Ǿ<EFBFBD><EFBFBD>ִ<EFBFBD> EditLine<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ
|
||||
// NOTE : 전체로 돌리지 않고 Activate되어있는 EditLine에만 보내는 이벤트
|
||||
}
|
||||
|
||||
void CWindowManager::RunChangeCodePage()
|
||||
|
@@ -1883,13 +1883,13 @@ PyObject * wndMarkBox_SetImageFilename(PyObject * poSelf, PyObject * poArgs)
|
||||
|
||||
PyObject * wndMarkBox_SetImage(PyObject * poSelf, PyObject * poArgs)
|
||||
{
|
||||
// <EFBFBD>ƹ<EFBFBD><EFBFBD>͵<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
// 아무것도 하지 않음
|
||||
return Py_BuildNone();
|
||||
}
|
||||
|
||||
PyObject * wndMarkBox_Load(PyObject * poSelf, PyObject * poArgs)
|
||||
{
|
||||
// <EFBFBD>ƹ<EFBFBD><EFBFBD>͵<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||
// 아무것도 하지 않음
|
||||
return Py_BuildNone();
|
||||
}
|
||||
|
||||
@@ -2495,7 +2495,7 @@ void initwndMgr()
|
||||
|
||||
PyObject * poModule = Py_InitModule("wndMgr", s_methods);
|
||||
|
||||
// <EFBFBD>ϳ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ųʸ<C5B3><CAB8><EFBFBD> <20>ʹ<EFBFBD> <20><><EFBFBD><EFBFBD> Function<6F><6E> <20><><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>̷<EFBFBD><CCB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ųʸ<C5B3><CAB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> - [levites]
|
||||
// 하나의 딕셔너리에 너무 많은 Function이 포함 되는 것 같아 이런식으로 딕셔너리를 나누는 것을 고려 중 - [levites]
|
||||
// PyObject * poMgrModule = Py_InitModule("wndMgr", s_methods);
|
||||
// PyObject * poTextModule = Py_InitModule("wndText", s_methods);
|
||||
// PyObject * poSlotModule = Py_InitModule("wndSlot", s_methods);
|
||||
|
Reference in New Issue
Block a user