#include "StdAfx.h" #include "mapchangeuimanager.h" #include "UIBackWindow.h" #include "LoadingWindow.h" #include "GameResourceManager.h" #include "ResourceManager.h" cMapChangeUIManager::cMapChangeUIManager() : mpBackWindow(0) , mpLoadingWindow(0) { } cMapChangeUIManager::~cMapChangeUIManager() { } void cMapChangeUIManager::Init() { UIMAN->SetCurrentStage( eStage_MapChange ); /// ·Îµù ¹è°æ mpBackWindow = new cLoadBackWindow; mpBackWindow->CreateByPropertyName( "P_LoadingBack2", 0 ); mpLoadingWindow = new cLoadingWindow; mpLoadingWindow->CreateByPropertyName( "P_LoadingWindow2", 0 ); mpBackWindow->SetOnlyBackground( true ); } void cMapChangeUIManager::Exit() { mpLoadingWindow = 0; mpBackWindow = 0; } void cMapChangeUIManager::Open( unsigned long mapIdx, unsigned char mapMode ) { UIMAN->SetCurrentStage( eStage_MapChange ); cString pathName; LPCTSTR texname = GAMERESOURCEMAN->GetMapLoadTexture( mapIdx, mapMode ); pathName.Format( "./Data/2DData/%s", texname ); NiTexture* tex = RESOURCEMAN->LoadMapTexture( pathName, false ); if( tex ) { if( mpBackWindow ) mpBackWindow->SetBackTexture( tex ); RESOURCEMAN->ChangeStageImageTexture( tex ); } /// ·Îµù Àü¿¡ ·Îµù¹è°æÀ©µµ¿ì³ª ·Îµù À©µµ¿ì(·Îµù°ÔÀÌÁö&ÆÁ)ÀÌ º¸¿©ÀÖÀ¸¸é ¾ÈµÈ´Ù. [8/10/2009 Jo_2] if( mpBackWindow && mpBackWindow->IsVisible() == true ) { assert(0 && "Warning! mpBackWindow Must invisible!"); mpBackWindow->Hide(); } if( mpLoadingWindow && mpLoadingWindow->IsVisible() == true ) { assert(0 && "Warning! mpLoadingWindow Must invisible!"); mpLoadingWindow->Hide(); } UIMAN->Open(); } void cMapChangeUIManager::Close() { UIMAN->SetCurrentStage( eStage_MapChange ); UIMAN->Close(); } void cMapChangeUIManager::Process() { } bool cMapChangeUIManager::UpdateLoadingGauge( float curMax ) { assert(mpLoadingWindow); mpLoadingWindow->IncreaseGaugeValue( curMax ); return mpLoadingWindow->IsGaugeEnd(); }