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📄 guildcreatedialog.cpp

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// GuildCreateDialog.cpp: implementation of the CGuildCreateDialog class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "GuildCreateDialog.h"
#include "./Interface/cWindowManager.h"
#include "WindowIDEnum.h"
#include "./interface/cStatic.h"
#include "./interface/cEditBox.h"
#include "./interface/cTextArea.h"
#include "ObjectManager.h"
#include "ObjectStateManager.h"
#include "GameIn.h"
#include "NpcScriptDialog.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CGuildCreateDialog::CGuildCreateDialog()
{
	m_type = WT_GUILDCREATEDLG;
}

CGuildCreateDialog::~CGuildCreateDialog()
{

}

void CGuildCreateDialog::Linking()
{
	m_pLocation = (cStatic*)GetWindowForID(GD_CLOCATION);
	m_pGuildName = (cEditBox*)GetWindowForID(GD_CNAME);
	m_pIntro = (cTextArea*)GetWindowForID(GD_CINTROTEXT);
}

void CGuildCreateDialog::SetActive(BOOL val)
{
	if(val == TRUE)
	{
		m_pLocation->SetStaticText(GetMapName(HERO->GetCharacterTotalInfo()->CurMapNum));
		m_pGuildName->SetEditText("");
		m_pIntro->SetScriptText("");
	}
	else
	{
		if(HERO == 0)
			return;
		if( ( HERO->GetState() == eObjectState_Deal ) && (GAMEIN->GetNpcScriptDialog()->IsActive() == FALSE))
				OBJECTSTATEMGR->EndObjectState(HERO, eObjectState_Deal);
	}
	cDialog::SetActive(val);
}

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