DragonNest/Client/EtActionTool/SelectWeaponDlg.cpp
2024-12-19 09:48:26 +08:00

73 lines
No EOL
1.7 KiB
C++

// SelectWeaponDlg.cpp : 구현 파일입니다.
//
#include "stdafx.h"
#include "EtActionTool.h"
#include "SelectWeaponDlg.h"
#include "DnGameWeaponMng.h"
// CSelectWeaponDlg 대화 상자입니다.
IMPLEMENT_DYNAMIC(CSelectWeaponDlg, CDialog)
CSelectWeaponDlg::CSelectWeaponDlg(CWnd* pParent /*=NULL*/)
: CDialog(CSelectWeaponDlg::IDD, pParent)
, m_ctrlEdit1(_T(""))
, m_ctrlEdit2(_T(""))
{
}
CSelectWeaponDlg::~CSelectWeaponDlg()
{
}
void CSelectWeaponDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
DDX_Text(pDX, IDC_EDIT1, m_ctrlEdit1);
DDX_Text(pDX, IDC_EDIT5, m_ctrlEdit2);
}
BEGIN_MESSAGE_MAP(CSelectWeaponDlg, CDialog)
ON_BN_CLICKED(IDOK, &CSelectWeaponDlg::OnBnClickedOk)
END_MESSAGE_MAP()
// CSelectWeaponDlg 메시지 처리기입니다.
void CSelectWeaponDlg::OnBnClickedOk()
{
// TODO: 여기에 컨트롤 알림 처리기 코드를 추가합니다.
UpdateData();
std::string szWeapon = m_ctrlEdit1.GetBuffer();
int nWeapon1 = atoi( szWeapon.c_str() );
szWeapon = m_ctrlEdit2.GetBuffer();
int nWeapon2 = atoi( szWeapon.c_str() );
CDnGameWeaponMng::GetInstance().ChangeAttachWeapon( nWeapon1, nWeapon2 );
OnOK();
}
BOOL CSelectWeaponDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// TODO: 여기에 추가 초기화 작업을 추가합니다.
int nWeapon1 = 0;
int nWeapon2 = 0;
CDnGameWeaponMng::GetInstance().GetAttachedWeapon( nWeapon1, nWeapon2 );
char szTemp[64] = {0,};
sprintf_s( szTemp, _countof(szTemp), "%d", nWeapon1 );
m_ctrlEdit1 = szTemp;
sprintf_s( szTemp, _countof(szTemp), "%d", nWeapon2 );
m_ctrlEdit2 = szTemp;
UpdateData( FALSE );
return TRUE; // return TRUE unless you set the focus to a control
// 예외: OCX 속성 페이지는 FALSE를 반환해야 합니다.
}