/* ========================================================================== * ÆÄ ÀÏ : ExitWindow.h * ¸ñ Àû : °ÔÀÓ Á¾·á À©µµ¿ì * ÀÛ ¼º ÀÚ : ±è°¡¶÷ * ÀÛ ¼º ÀÏ : 2007-10-24 * ÁÖÀÇ»çÇ× : *===========================================================================*/ #pragma once #include "UIWindow.h" class cButton; class cLabel; class cExitWindow : public cUIWindow { public: cExitWindow(); virtual ~cExitWindow(); virtual void Open() {} protected: bool OnCreate( cUINodeProperty* pproperty ); void OnCommand( cUINode* pcaller, unsigned int id ); void UpdateSkin(); void OnNetLock( int lockTry ); void OnNetUnLock( int lockTry ); void OnShow(); private: /// ¹öư cButton* mpDisConnect; cButton* mpGameOut; cLabel* mpTitle; cLabel* mpText; }; // Æ©Å丮¾ó Á¾·á À©µµ¿ì class cTutorialExitWindow : public cUIWindow { public: cTutorialExitWindow(); virtual ~cTutorialExitWindow(); virtual void Open() {} protected: bool OnCreate( cUINodeProperty* pproperty ); void OnCommand( cUINode* pcaller, unsigned int id ); void UpdateSkin(); void OnNetLock( int lockTry ); void OnNetUnLock( int lockTry ); void OnShow(); private: /// ¹öư cButton* mpTutorialOut; cButton* mpGameOut; cLabel* mpTitle; cLabel* mpText; }; enum eExitEventType { eEXIT_DISCONNECT, // °ÔÀÓÁ¾·á eEXIT_GAMEOUT, // ij¸¯Åͼ±Åà eEXIT_NONE, }; // class cExitMsgWindow : public cUIWindow { public: cExitMsgWindow(); virtual ~cExitMsgWindow(); virtual void Open() {} void ShowExitMsg( int type ); void StartCount() { mStartCount = true; } void HideESC( bool onsound = true ); protected: bool OnCreate( cUINodeProperty* property ); void OnProcess( unsigned long deltaTime, unsigned long accumTime ); void OnCommand( cUINode* node, unsigned int id ); void UpdateSkin(); bool HandleEvent( const cUIEvent& event ); void OnNetLock( int lockTry ); void OnNetUnLock( int lockTry ); private: cLabel* mpCaption; cLabel* mpMsgText; cButton* mpCancelBtn; unsigned long mDelayTime; bool mStartCount; // ŸÀÔ int mExitEventType; };