/* ========================================================================== * ÆÄ ÀÏ : SkillTipWindow.h * ¸ñ Àû : * ÀÛ ¼º ÀÚ : ±è°¡¶÷ * ÀÛ ¼º ÀÏ : 2007-09-06 * ÁÖÀÇ»çÇ× : *===========================================================================*/ #pragma once #include "TipWindow.h" const int MAX_RIGHT_TIP = 20; struct sPlayerSkillBaseInfo; struct sPlayerSkillStepInfo; /// ¾ÆÀÌÅÛ¿ë ÆÁ À©µµ¿ì class cSkillTipWindow : public cTipWindow { public: cSkillTipWindow(); virtual ~cSkillTipWindow(); virtual void Open(); virtual void Close(); /// bool SetSkill( eTip_Kind tipkind, const cUIPos& pos, unsigned long skillIndex, unsigned char skillStep, unsigned long jobIdx ); protected: void OnRender( cUIFontItemKeeper* fontKeeper ); void Clear(); void OnTimer(); void OnHide(); void CalcRightMaxWidth( const cStringT& str ); //// bool SetNormalTip( unsigned long skillIdx, unsigned char skillStep, unsigned long jobIdx ); bool SetQuickTip( unsigned long skillIdx, unsigned char skillStep, unsigned long jobIdx ); bool SetSkillPreviewTip( unsigned long skillIdx, unsigned char skillStep, unsigned long jobIdx ); /// void SetName( sPlayerSkillBaseInfo* pInfo, unsigned long color ); void SetShotType( sPlayerSkillBaseInfo* pInfo, unsigned long color ); void SetEquip( sPlayerSkillBaseInfo* pInfo, unsigned long color ); void SetCastingTime( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long color ); void SetCoolTime( sPlayerSkillStepInfo* pStepInfo, unsigned long color, unsigned long skillIdx ); void SetCoolTimeShareList( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long jobIdx, unsigned long color ); void SetUsedValue( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long color ); bool SetInfluence( unsigned long influenceIdx ); void SetNoOverLapInfluenceList( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long jobIdx, unsigned long color); /// Áßø ºÒ°¡ ½ºÅ³ ¸ñ·Ï bool SetActiveEffect( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long color); /// ¹ßµ¿ È¿°ú void SetRangeType( sPlayerSkillBaseInfo* pInfo, unsigned long color); /// ¹üÀ§ ¹æ½Ä /// void SetRightAttribute( sPlayerSkillBaseInfo* pInfo, unsigned long color ); void SetRightStepInfo( sPlayerSkillBaseInfo* pInfo, unsigned int curStep, unsigned long color ); void SetRightTargetDist( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long color, unsigned long skillIdx ); void SetRightBound( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long color ); void SetRightApplyCnt( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned long color ); void SetRightInfluence( sPlayerSkillBaseInfo* pInfo, sPlayerSkillStepInfo* pStepInfo, unsigned int step, unsigned long color ); void SetRightActiveEffect( sPlayerSkillStepInfo* pStepInfo, unsigned long color ); void AddRightGap( unsigned int count ); virtual void SetBackImg( const cUIPos& pos ); private: /// ¿À¸¥ÂÊ Á¤·Ä·Î ºÙ¾îÀÖ´Â Ãß°¡ ÆÁ cTipParam mRightTip[MAX_RIGHT_TIP]; unsigned int mRightMaxWidth; unsigned int mRightIndex; /// »óÁ¡ ó·³ ³ª´©¾î¼­ Âï´Â ·çƾÀ» Ç¥ÇöÇϱâ À§ÇÑ Ç÷¡±× unsigned int mBottomIndex; unsigned int mBottomRightIndex; cTipParam mRequireValue[MAX_RIGHT_TIP][4]; unsigned int mRequireIndex; unsigned long mSaveSkillIndex; unsigned int mRightGapCount; };