/* ========================================================================== * ÆÄ ÀÏ : LookWindow.h * ¸ñ Àû : »ìÆìº¸±â À©µµ¿ì * ÀÛ ¼º ÀÚ : * ÀÛ ¼º ÀÏ : 2010-03-03 * ÁÖÀÇ»çÇ× : *===========================================================================*/ #pragma once #include "UIWindow.h" #include "ItemManager.h" // class cItemIcon; class cLabel; struct sLookInventory { sInventory inven; cItemIcon* mpIcon; sLookInventory() { memset( &inven, 0, sizeof(inven) ); mpIcon = 0; } }; class cLookWindow : public cUIWindow { public: cLookWindow(); virtual ~cLookWindow(); void Clear(); void Open() {} void Close(); // void AddInfo( LPCTSTR name, unsigned char level, unsigned short job, unsigned short wearEnd ); // void SwitchWeapon( eItemActiveWeapon activeWeapon ); void AddInven( sInventory* inven ); void Show( bool onsound = true ); protected: bool OnCreate( cUINodeProperty* pproperty ); void OnCommand( cUINode* , unsigned int ); void OnIconHovered( cUINode* , unsigned int , const cUIPos& ); void OnHide(); // ¾ç¼Õµî ½½·Ô ¸ð¾ç»õ ¸ÂÃçÁÖ±â void UpdateSlot( unsigned short slot ); private: sLookInventory mInven[EQUIP_SLOT_COUNT]; // À̸§ cLabel* mpName; // Á¤º¸ cLabel* mpInfo; // bool mIsSet; // ¹«±â ½ºÀ§Äª ÁÂÇ¥ cUIRect mFrontLeft; cUIRect mFrontRight; cUIRect mBackLeft; cUIRect mBackRight; };