convert comments in cpp files to utf8
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@ -534,7 +534,7 @@ namespace UI
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if (m_pActiveWindow)
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m_pActiveWindow->OnKillFocus();
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// <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>..
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// 이미 락된 윈도우리스트안에 있다면 제거한다..
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m_LockWindowList.remove(pWin);
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if (m_pLockWindow)
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@ -575,8 +575,8 @@ namespace UI
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if (m_pActiveWindow)
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{
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// 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>?
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// <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]
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// NOTE : 누적된 Window가 많아지면 Clear를 해줘야 할까?
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// 일단은 중복 누적이 안되며 포커스 되는 갯수 자체가 5개 미만이니 굳이 필요하지는 않을 듯.. - [levites]
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m_ActiveWindowList.push_back(m_pActiveWindow);
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m_pActiveWindow->OnKillFocus();
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}
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@ -618,8 +618,8 @@ namespace UI
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CWindow * pParentWindow = pWin->GetParent();
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pParentWindow->SetTop(pWin);
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// NOTE : Capture<EFBFBD><EFBFBD> <20><><EFBFBD>µȴ<C2B5>..? - [levites]
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// 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>
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// NOTE : Capture가 리셋된다..? - [levites]
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// NOTE : 인벤토리에서 아이템을 드래그 해서 밖에다 놓을때 캡춰가 남아서 창의 버튼을 두번 눌러야 하는 버그를 위해 추가
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// ResetCapture();
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}
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@ -628,7 +628,7 @@ namespace UI
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if (m_pLockWindow)
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return;
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// 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>.
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// GameLayer에 속해 있는 윈도우가 피킹 됐다면 무조건 SetTop을 해준다.
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TLayerContainer::iterator itor = m_LayerWindowMap.find("UI");
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if (itor == m_LayerWindowMap.end())
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return;
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@ -896,7 +896,7 @@ namespace UI
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{
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if (m_pLeftCaptureWindow->OnMouseLeftButtonUp())
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{
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// NOTE : <EFBFBD><EFBFBD><EFBFBD>⼭ m_pLeftCaptureWindow<EFBFBD><EFBFBD> NULL <EFBFBD><EFBFBD> <20><> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>!! - [levites]
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// NOTE : 여기서 m_pLeftCaptureWindow가 NULL 일 수 있습니다!! - [levites]
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m_pLeftCaptureWindow = NULL;
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return;
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}
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@ -1099,7 +1099,7 @@ namespace UI
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return;
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}
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// 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
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// NOTE : 전체로 돌리지 않고 Activate되어있는 EditLine에만 보내는 이벤트
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}
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void CWindowManager::RunChangeCodePage()
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