📄 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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