//----------------------------------------------------------- //战场方面 //------------------------------------------------------------ #ifndef __UIBATTLEGROUND_H__ #define __UIBATTLEGROUND_H__ #include "UInc.h" #include "USpecListBox.h" class UBattleGroundPowerUpdata : public UControl { UDEC_CLASS(UBattleGroundPowerUpdata); UBattleGroundPowerUpdata(); ~UBattleGroundPowerUpdata(); public: virtual BOOL OnCreate(); virtual void OnDestroy(); virtual void OnRender(const UPoint& offset,const URect &updateRect); public: void Update(uint16* uiPower, uint8* uiSide, uint8* uiNum, bool bparty); void UpdateResource(uint16* uiresource, uint8* uiNum, int8* iState); int GetFlagState(int index); protected: virtual BOOL HitTest(const UPoint& parentCoordPoint){return FALSE;}; protected: uint16 power[3]; // 战斗力。数组下标 0妖 1人 2巫 uint8 side[3]; // 战斗方(0-2 根据策划要求做相应显示)。数组下标 0妖 1人 2巫 uint8 num[3]; // 各阵营人数。 数组下标 0妖 1人 2巫 uint8 bDraw[3]; int8 bannerOwnerstate[5]; UTexturePtr RaceTex[3]; UTexturePtr PartyTex[3]; UStringW m_ShowText[3]; bool isParty; }; class UBattleGroundSpecList : public USpecListBox { UDEC_CLASS(UBattleGroundSpecList); public: UBattleGroundSpecList(); ~UBattleGroundSpecList(); public: virtual BOOL OnCreate(); virtual void OnDestroy(); virtual void OnRightMouseUp(const UPoint& position, UINT flags); protected: virtual void DrawGridItemBkg(bool bselect, bool benable, bool bMouseOver, void* pUserDate, URect& drawRect, UColor* fontcolor); UTexturePtr m_SelectBkg; }; class UBattleGroundBillBoard : public UDialog { UDEC_CLASS(UBattleGroundBillBoard); UDEC_MESSAGEMAP(); public: UBattleGroundBillBoard(); ~UBattleGroundBillBoard(); public: void Update(bool isParty = false); protected: virtual BOOL OnCreate(); virtual void OnDestroy(); virtual BOOL OnEscape(); void AddBGBillBoardList(const char* Name, ui32 Class, ui32 kill, ui32 beKill, int honor, uint8 race, uint32 damage, uint32 healing, uint8 winnerrace); void OnSortByName(); void OnSortByClass(); void OnSortByKill(); void OnSortByBeKill(); void OnSortByhonor(); void OnSortByDamage(); void OnSortByHealing(); void OnBtnRaceAll(); void OnBtnRaceYAO(); void OnBtnRaceREN(); void OnBtnRaceWU(); void OnBtnQuit(); void SetPartyLook(bool isParty); UBattleGroundSpecList* m_BattleGroundSpecList; UBitmap* m_BackRace; uint8 m_SortType; uint8 m_SortRace; bool m_bisParty; }; class UFairGroundMoneyUpdata : public UControl { UDEC_CLASS(UFairGroundMoneyUpdata); UFairGroundMoneyUpdata(); ~UFairGroundMoneyUpdata(); public: virtual BOOL OnCreate(); virtual void OnDestroy(); virtual void OnRender(const UPoint& offset,const URect &updateRect); virtual void OnTimer(float fDeltaTime); void Update(); protected: virtual BOOL HitTest(const UPoint& parentCoordPoint){return FALSE;}; int m_CoinCount; UTexturePtr m_KaixinBi; float m_Scale; float m_Time; UFontPtr m_Font; USkinPtr m_KaixinNum; }; #endif