convert comments in h files to utf8

This commit is contained in:
2024-12-17 22:41:21 +01:00
parent 361a62853d
commit 373c184dfe
69 changed files with 634 additions and 634 deletions

View File

@@ -24,7 +24,7 @@ namespace UI
SLOT_STATE_LOCK = (1 << 0),
SLOT_STATE_CANT_USE = (1 << 1),
SLOT_STATE_DISABLE = (1 << 2),
SLOT_STATE_ALWAYS_RENDER_COVER = (1 << 3), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Cover <EFBFBD><EFBFBD>ư<EFBFBD><EFBFBD> <20><><EFBFBD>Կ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϴµ<CFB4>, <20><> flag<61><67> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>̾ Ŀ<><C4BF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SLOT_STATE_ALWAYS_RENDER_COVER = (1 << 3), // 현재 Cover 버튼은 슬롯에 무언가 들어와 있을 때에만 렌더링 하는데, 이 flag가 있으면 빈 슬롯이어도 커버 렌더링
};
class CSlotWindow : public CWindow
@@ -44,9 +44,9 @@ namespace UI
{
DWORD dwState;
DWORD dwSlotNumber;
DWORD dwCenterSlotNumber; // NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ū <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ <20><>ȣ
DWORD dwItemIndex; // NOTE : <EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> Item<65>̶<EFBFBD><CCB6><EFBFBD> <20>ܾ<EFBFBD><DCBE><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ƴ<EFBFBD>,
BOOL isItem; // "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>빰"<22>̶<EFBFBD><CCB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>? - [levites]
DWORD dwCenterSlotNumber; // NOTE : 사이즈가 큰 아이템의 경우 아이템의 실제 위치 번호
DWORD dwItemIndex; // NOTE : 여기서 사용되는 Item이라는 단어는 좁은 개념의 것이 아닌,
BOOL isItem; // "슬롯의 내용물"이라는 포괄적인 개념어. 더 좋은 것이 있을까? - [levites]
// CoolTime
float fCoolTime;

View File

@@ -28,16 +28,16 @@ namespace UI
enum EFlags
{
FLAG_MOVABLE = (1 << 0), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> â
FLAG_LIMIT = (1 << 1), // â<EFBFBD><EFBFBD> ȭ<><C8AD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EEB3AA> <20><><EFBFBD><EFBFBD>
FLAG_SNAP = (1 << 2), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20>ִ<EFBFBD> â
FLAG_MOVABLE = (1 << 0), // 움직일 수 있는 창
FLAG_LIMIT = (1 << 1), // 창이 화면을 벗어나지 않음
FLAG_SNAP = (1 << 2), // 스냅 될 수 있는 창
FLAG_DRAGABLE = (1 << 3),
FLAG_ATTACH = (1 << 4), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>θ<EFBFBD><CEB8><EFBFBD> <20>پ<EFBFBD> <20>ִ<EFBFBD> â (For Drag / ex. ScriptWindow)
FLAG_RESTRICT_X = (1 << 5), // <EFBFBD>¿<EFBFBD> <20>̵<EFBFBD> <20><><EFBFBD><EFBFBD>
FLAG_RESTRICT_Y = (1 << 6), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD> <20><><EFBFBD><EFBFBD>
FLAG_ATTACH = (1 << 4), // 완전히 부모에 붙어 있는 창 (For Drag / ex. ScriptWindow)
FLAG_RESTRICT_X = (1 << 5), // 좌우 이동 제한
FLAG_RESTRICT_Y = (1 << 6), // 상하 이동 제한
FLAG_NOT_CAPTURE = (1 << 7),
FLAG_FLOAT = (1 << 8), // <EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD> <20><><EFBFBD>־ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ<EFBFBD><C4A1> <20>Ǵ<EFBFBD> â
FLAG_NOT_PICK = (1 << 9), // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Pick<63><6B><EFBFBD><EFBFBD> <20>ʴ<EFBFBD> â
FLAG_FLOAT = (1 << 8), // 공중에 떠있어서 순서 재배치가 되는 창
FLAG_NOT_PICK = (1 << 9), // 마우스에 의해 Pick되지 않는 창
FLAG_IGNORE_SIZE = (1 << 10),
FLAG_RTL = (1 << 11), // Right-to-left
};
@@ -91,8 +91,8 @@ namespace UI
bool IsIn(long x, long y);
bool IsIn();
CWindow * PickWindow(long x, long y);
CWindow * PickTopWindow(long x, long y); // NOTE : Children<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// üũ <20>ϴ<EFBFBD> Ưȭ<C6AF><C8AD> <20>Լ<EFBFBD>
CWindow * PickTopWindow(long x, long y); // NOTE : Children으로 내려가지 않고 상위에서만
// 체크 하는 특화된 함수
void __RemoveReserveChildren();
@@ -166,10 +166,10 @@ namespace UI
EHorizontalAlign m_HorizontalAlign;
EVerticalAlign m_VerticalAlign;
long m_x, m_y; // X,Y <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǥ
long m_lWidth, m_lHeight; // ũ<EFBFBD><EFBFBD>
RECT m_rect; // Global <EFBFBD><EFBFBD>ǥ
RECT m_limitBiasRect; // limit bias <EFBFBD><EFBFBD>
long m_x, m_y; // X,Y 상대좌표
long m_lWidth, m_lHeight; // 크기
RECT m_rect; // Global 좌표
RECT m_limitBiasRect; // limit bias
bool m_bMovable;
bool m_bShow;