本文整理汇总了C++中CDrawPort::PutTextExCX方法的典型用法代码示例。如果您正苦于以下问题:C++ CDrawPort::PutTextExCX方法的具体用法?C++ CDrawPort::PutTextExCX怎么用?C++ CDrawPort::PutTextExCX使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CDrawPort
的用法示例。
在下文中一共展示了CDrawPort::PutTextExCX方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Render
void CUIChildQuickSlot::Render()
{
CUIManager* pUIManager = CUIManager::getSingleton();
CDrawPort* pDrawPort = pUIManager->GetDrawPort();
///< texture init
pDrawPort->InitTextureData( m_ptdBaseTexture );
if( *(m_bRotation[m_nCurSlot]) == 1 )
{
int nX = m_nPosX;
int nY = m_nPosY;
// Quick slot base texture
pDrawPort->AddTexture( nX, nY
,nX + CHILD_QUICKSLOT_WIDTH, nY + CHILD_QUICKSLOT_HEIGHT
,m_rtHorzBackground.U0, m_rtHorzBackground.V0
,m_rtHorzBackground.U1, m_rtHorzBackground.V1
,0xFFFFFFFF );
// 퀵슬롯 페이지 출력 위치를 수동으로 계산 [12/20/2012 Ranma]
pDrawPort->PutTextExCX(m_strPageNumber, m_nPosX + 7, m_nPosY + 11 );
m_btnHorizontal.Render();
m_btnLock.SetPos(CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1, 19);
m_btnUnLock.SetPos(CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1, 19);
}
else if ( *(m_bRotation[m_nCurSlot]) == 0 )
{
int nX = m_nPosX;
int nY = m_nPosY;
// Quick slot base texture
pDrawPort->AddTexture( nX, nY
, nX + CHILD_QUICKSLOT_HEIGHT, nY + CHILD_QUICKSLOT_WIDTH
, m_rtVerBackground.U0, m_rtVerBackground.V0
, m_rtVerBackground.U1, m_rtVerBackground.V1
, 0xFFFFFFFF );
// 퀵슬롯 페이지 출력 위치를 수동으로 계산 [12/20/2012 Ranma]
pDrawPort->PutTextExCX(m_strPageNumber, m_nPosX + 18, m_nPosY + 2 );
m_btnVertical.Render();
m_btnLock.SetPos(1, CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1);
m_btnUnLock.SetPos(1, CHILD_QUICKSLOT_WIDTH - QSLOT_OUTSIDE_BTN_SIZE - 1);
}
if(*(m_bLock[m_nCurSlot]))
m_btnLock.Render();
else
m_btnUnLock.Render();
pDrawPort->FlushRenderingQueue();
SlotRender();
// Flush all render text queue
pDrawPort->EndTextEx();
}
示例2: DrawText
void CUIListBoxMultiCol::DrawText ( int nCol, int nRow, int nX, int nY, TEXT_ALIGN enAlign, COLOR TextColor )
{
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
switch( enAlign )
{
case TEXT_LEFT:
pDrawPort->PutTextEx( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
break;
case TEXT_CENTER:
pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nRow], nX + m_vecRowWidht[nRow]/2, nY, TextColor );
break;
case TEXT_RIGHT:
pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
break;
default:
pDrawPort->PutTextEx( m_vecString[nCol].vecString[nRow], nX, nY, TextColor );
}
}
示例3: Render
// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUICreateChar::Render()
{
extern INDEX sam_bWideScreen;
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
// Set create character textire
pDrawPort->InitTextureData( m_ptdBaseTexture );
// Character information
// Top
pDrawPort->AddTexture( m_rcCharInfo.Left, m_rcCharInfo.Top,
m_rcCharInfo.Right, m_rcCharInfo.Top + CREATECHAR_INFO_HEIGHT,
m_rtCharInfoTop.U0, m_rtCharInfoTop.V0,
m_rtCharInfoTop.U1, m_rtCharInfoTop.V1,
0xFFFFFFFF );
// Bottom
pDrawPort->AddTexture( m_rcCharInfo.Left, m_rcCharInfo.Top + CREATECHAR_INFO_HEIGHT,
m_rcCharInfo.Right, m_rcCharInfo.Bottom,
m_rtCharInfoBottom.U0, m_rtCharInfoBottom.V0,
m_rtCharInfoBottom.U1, m_rtCharInfoBottom.V1,
0xFFFFFFFF );
// Character name input box
m_ebCharName.Render();
// Job button
m_btnJobPrev.Render();
m_btnJobNext.Render();
// Head button
m_btnFacePrev.Render();
m_btnFaceNext.Render();
// Hair button
m_btnHairPrev.Render();
m_btnHairNext.Render();
// Face button
//m_btnHeadPrev.Render();
//m_btnHeadNext.Render();
// OK button
m_btnOK.Render();
// Cancel button
m_btnCancel.Render();
// Character control
/*
// Zoom in button
m_btnZoomIn.Render();
// Zoom out button
m_btnZoomOut.Render();
// Rotate to left button
m_btnRotateToLeft.Render();
// Rotate to right
m_btnRotateToRight.Render();
*/
// Render all elements
pDrawPort->FlushRenderingQueue();
// Render character information
int nX = m_rcCharInfo.Left + CREATECHAR_DESC_SX;
int nY = m_rcCharInfo.Top + CREATECHAR_DESC_SY;
for( int iInfo = 0; iInfo < m_nCurInfoLines; iInfo++ )
{
pDrawPort->PutTextEx( m_strCharInfo[iInfo], nX, nY, m_colCharInfo[iInfo] );
nY += _pUIFontTexMgr->GetLineHeight();
}
// Prepare Rendering Text
nX = m_rcCharInfo.Left;
nY = m_rcCharInfo.Top;
pDrawPort->PutTextEx( _S( 140, "캐릭터 생성" ),
nX + CREATECHAR_TITLE_OFFSETX, nY + CREATECHAR_TITLE_OFFSETY );
pDrawPort->PutTextExRX( _S( 71, "이름" ),
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_NAME_SY );
pDrawPort->PutTextExRX( _S( 141, "직업" ),
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_JOB_SY );
pDrawPort->PutTextExRX( _S( 144, "얼굴" ), // 얼굴
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_FACE_SY );
pDrawPort->PutTextExRX( _S( 143, "헤어" ), // 헤어
nX + CREATECHAR_NAME_RX, nY + CREATECHAR_HAIR_SY );
//pDrawPort->PutTextExRX( _S( 142, "머리" ), // 머리
// nX + CREATECHAR_NAME_RX, nY + CREATECHAR_HEAD_SY );
// Print Job
pDrawPort->PutTextExCX( JobInfo().GetName(m_iSelectedJob),
nX + CREATECHAR_JOB_MAIN_CY, nY + CREATECHAR_JOB_SY );
// Print Face
CTString strTemp;
strTemp.PrintF("%d", m_sbSelectedFace + 1);
//.........这里部分代码省略.........
示例4: RenderRemissionBtns
// ----------------------------------------------------------------------------
// Name : RenderRemissionBtns()
// Desc :
// ----------------------------------------------------------------------------
void CUIRemission::RenderRemissionBtns()
{
int nX = REMISSION_SLOT_SX, nY = REMISSION_SLOT_SY;
int iRow, iRowS, iRowE;
// Remission remission button
iRowS = m_sbRemissionIcon.GetScrollPos();
iRowE = iRowS + REMISSION_SLOT_ROW;
if ( m_vectorbtnRemissions.size() < iRowE )
{
iRowE = m_vectorbtnRemissions.size();
}
for( iRow = iRowS; iRow < iRowE; iRow++, nY += REMISSION_SLOT_OFFSETY )
{
m_vectorbtnRemissions[iRow].SetPos( nX, nY );
if( m_vectorbtnRemissions[iRow].IsEmpty() )
continue;
m_vectorbtnRemissions[iRow].Render();
}
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
// Render all button elements
pDrawPort->FlushBtnRenderingQueue( UBET_REMISSION );
if( m_nSelRemissionID >= 0 )
{
// Set remission learn texture
pDrawPort->InitTextureData( m_ptdBaseTexture );
m_vectorbtnRemissions[m_nSelRemissionID].GetAbsPos( nX, nY );
pDrawPort->AddTexture( nX, nY, nX + BTN_SIZE, nY + BTN_SIZE,
m_rtSelOutline.U0, m_rtSelOutline.V0,
m_rtSelOutline.U1, m_rtSelOutline.V1,
0xFFFFFFFF );
// Render all elements
pDrawPort->FlushRenderingQueue();
}
nY = REMISSION_NAME_SY;
iRowS = m_sbRemissionIcon.GetScrollPos();
iRowE = iRowS + REMISSION_SLOT_ROW;
if ( m_vectorbtnRemissions.size() < iRowE )
{
iRowE = m_vectorbtnRemissions.size();
}
for( iRow = iRowS; iRow < iRowE; iRow++, nY += REMISSION_SLOT_OFFSETY )
{
if( m_vectorbtnRemissions[iRow].IsEmpty() )
continue;
const SBYTE sbRemissionType = m_vectorbtnRemissions[iRow].GetRemissionType();
if(sbRemissionType == REMISSION_NONE)
continue;
switch(sbRemissionType)
{
case REMISSION_HP:
m_strShortDesc.PrintF( _S( 616, "육체의 면죄부" ) );
pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY, 0xFFC672FF);
break;
case REMISSION_MP:
m_strShortDesc.PrintF( _S( 617, "영혼의 면죄부" ) );
pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY, 0xFFC672FF);
break;
case REMISSION_ITEM:
{
m_strShortDesc.PrintF( _S( 618, "장비의 면죄부" ) );
pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY, 0xFFC672FF);
m_strShortDesc.PrintF( "%s", _pNetwork->GetItemName( m_vectorbtnRemissions[iRow].GetItemIndex() ));
pDrawPort->PutTextExCX( m_strShortDesc, m_nPosX + REMISSION_NAME_CX, m_nPosY + nY + 17, 0xBDA99FFF);
}
break;
}
}
}
示例5: Render
// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIRemission::Render()
{
// Check distance
FLOAT fDiffX = _pNetwork->MyCharacterInfo.x - m_fNpcX;
FLOAT fDiffZ = _pNetwork->MyCharacterInfo.z - m_fNpcZ;
if( fDiffX * fDiffX + fDiffZ * fDiffZ > UI_VALID_SQRDIST )
CloseRemission();
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
// Set remission texture
pDrawPort->InitTextureData( m_ptdBaseTexture );
// Add render regions
// Background
pDrawPort->AddTexture( m_nPosX, m_nPosY, m_nPosX + m_nWidth, m_nPosY + m_nHeight,
m_rtBackground.U0, m_rtBackground.V0, m_rtBackground.U1, m_rtBackground.V1,
0xFFFFFFFF );
// Close button
m_btnClose.Render();
// Buy button
m_btnOK.Render();
// Cancel button
m_btnCancel.Render();
m_sbRemissionIcon.Render();
// List box of remission desc
m_lbRemissionDesc.Render();
// Render all elements
pDrawPort->FlushRenderingQueue();
// Remission buttons
RenderRemissionBtns();
// Text in remission
pDrawPort->PutTextEx( _S( 601, "면죄부" ), m_nPosX + REMISSION_TITLE_TEXT_OFFSETX,
m_nPosY + REMISSION_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );
pDrawPort->PutTextExCX( _S( 601, "면죄부" ), m_nPosX + REMISSION_TAB_CX, m_nPosY + REMISSION_TAB_SY,
0x6B6B6BFF );
pDrawPort->PutTextEx( _S( 609, "현재 나스" ), m_nPosX + REMISSION_CURSP_SX,
m_nPosY + REMISSION_CURSP_SY );
CUIManager* pUIManager = CUIManager::getSingleton();
// Set money
CTString strPlayerMoney;
if( _pNetwork->MyCharacterInfo.money > 0 )
{
strPlayerMoney.PrintF( "%I64d", _pNetwork->MyCharacterInfo.money );
pUIManager->InsertCommaToString( strPlayerMoney );
}
pDrawPort->PutTextExRX( strPlayerMoney,
m_nPosX + REMISSION_CURSP_RX, m_nPosY + REMISSION_CURSP_SY, pUIManager->GetNasColor( strPlayerMoney ) );
// Flush all render text queue
pDrawPort->EndTextEx();
}
示例6: Render
// ----------------------------------------------------------------------------
// Name : Render()
// Desc :
// ----------------------------------------------------------------------------
void CUIListBox::Render()
{
// Get position
int nX, nY;
GetAbsPos( nX, nY );
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
// Add render regions
// Selection bar
if( m_bShowSelectBar && m_nSelectList >= 0 )
{
int nSelLine = m_nSelectList - m_sbScrollBar.GetScrollPos();
if( nSelLine >= 0 )
{
if( !m_bScrollBar || nSelLine < m_sbScrollBar.GetScrollRange() )
{
int nBarY = nY + m_nTextSY + nSelLine * m_nLineHeight;
pDrawPort->AddTexture( nX + m_rcSelectOver.Left, nBarY + m_rcSelectOver.Top,
nX + m_rcSelectOver.Right, nBarY + m_rcSelectOver.Bottom,
m_rtSelectOver.U0, m_rtSelectOver.V0,
m_rtSelectOver.U1, m_rtSelectOver.V1,
0xFFFFFFFF );
}
}
}
// Scroll bar
if( m_bScrollBar )
m_sbScrollBar.Render();
// Text in list box
for( int nCol = 0; nCol < m_vecString.size(); nCol++ )
{
int nRowS = m_sbScrollBar.GetScrollPos();
int nRowE = nRowS + m_nLinePerPage;
if( nRowE > m_vecString[nCol].vecString.size() )
nRowE = m_vecString[nCol].vecString.size();
COLOR colText;
int nTextX = nX + m_nTextSX + m_vecColumnSX[nCol];
int nTextY = nY + m_nTextSY;
int nSelList = -1, nOverList = -1;
if( m_bSelectList )
{
nSelList = m_nSelectList;
nOverList = nRowS + m_nOverList;
}
for( int nList = nRowS; nList < nRowE; nList++ )
{
if( m_vecSelectable[nList] )
{
if( nList == nSelList )
colText = m_colSelectList;
else if( nList == nOverList )
colText = m_colOverList;
else
colText = m_vecColor[nCol].vecColor[nList];
}
else
colText = m_vecColor[nCol].vecColor[nList];
switch( m_vecAlign[nCol] )
{
case TEXT_LEFT:
pDrawPort->PutTextEx( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
if (m_vecBold[nCol].vecBold[nList])
pDrawPort->PutTextEx( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
break;
case TEXT_CENTER:
pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
if (m_vecBold[nCol].vecBold[nList])
pDrawPort->PutTextExCX( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
break;
case TEXT_RIGHT:
pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nList], nTextX, nTextY, colText );
if (m_vecBold[nCol].vecBold[nList])
pDrawPort->PutTextExRX( m_vecString[nCol].vecString[nList], nTextX+1, nTextY, colText );
break;
}
nTextY += m_nLineHeight;
}
}
}
示例7: Render
//.........这里部分代码省略.........
nY = m_nPosY + m_nHeight - 7;
pDrawPort->AddTexture( m_nPosX, nY, nX, m_nPosY + m_nHeight,
m_rtBottom.U0, m_rtBottom.V0, m_rtBottom.U1, m_rtBottom.V1,
0xFFFFFFFF );
if(m_bIsMix){
for ( i = 0; i < MIXNEW_ITEM_SLOT_COUNT; i++ )
{
// Slot item region
pDrawPort->AddTexture( m_nPosX + m_rcItemSlot[i].Left, m_nPosY + m_rcItemSlot[i].Top,
m_nPosX + m_rcItemSlot[i].Right, m_nPosY + m_rcItemSlot[i].Bottom,
m_rtItemSlot.U0, m_rtItemSlot.V0, m_rtItemSlot.U1, m_rtItemSlot.V1,
0xFFFFFFFF );
}
}
else {
// Slot item region
pDrawPort->AddTexture( m_nPosX + m_rcItemSlot_UN.Left, m_nPosY + m_rcItemSlot_UN.Top,
m_nPosX + m_rcItemSlot_UN.Right, m_nPosY + m_rcItemSlot_UN.Bottom,
m_rtItemSlot.U0, m_rtItemSlot.V0, m_rtItemSlot.U1, m_rtItemSlot.V1,
0xFFFFFFFF );
}
// Close button
m_btnClose.Render();
// OK button
if(m_bIsMix)
{
m_btnOK.SetText(_S(2645,"결합"));
}
else
{
m_btnOK.SetText(_S(2931,"분리"));
}
m_btnOK.Render();
// Cancel button
m_btnCancel.Render();
// Render all elements
pDrawPort->FlushRenderingQueue();
// Item
if(m_bIsMix){
for ( i = 0; i < MIXNEW_ITEM_SLOT_COUNT; i++ )
{
if (m_pIconsSlot[i]->IsEmpty() == false)
{
m_pIconsSlot[i]->Render(pDrawPort);
}
}
// Text in mix
pDrawPort->PutTextEx( _S( 2651, "결합 주문서" ), m_nPosX + MIXNEW_TITLE_TEXT_OFFSETX,
m_nPosY + MIXNEW_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );
}
else
{
if (m_pIconsSlot[0]->IsEmpty() == false)
{
m_pIconsSlot[0]->Render(pDrawPort);
}
pDrawPort->PutTextEx( _S(2932, "결합분리 주문서" ), m_nPosX + MIXNEW_TITLE_TEXT_OFFSETX,
m_nPosY + MIXNEW_TITLE_TEXT_OFFSETY, 0xFFFFFFFF );
}
nX = m_nPosX + MIXNEW_DESC_TEXT_SX;
nY = m_nPosY + MIXNEW_DESC_TEXT_SY + 20;
COLOR tv_col;
for( int iDesc = 0; iDesc < m_nStringCount; iDesc++ )
{
if(iDesc == 6) tv_col = 0xC87238FF;
else tv_col = 0xC5C5C5FF;
pDrawPort->PutTextEx( m_strMixDesc[iDesc], nX , nY, tv_col );
nY += _pUIFontTexMgr->GetLineHeight();
}
if(m_bIsMix)
{
m_strItemSlot[0] = _S( 2735, "유료 아이템");
m_strItemSlot[1] = _S( 2736, "장비 아이템");
int tv_size = _pUIFontTexMgr->GetFontSpacing() + _pUIFontTexMgr->GetFontWidth();
pDrawPort->PutTextEx( m_strItemSlot[0],
m_nPosX + 62 - m_strItemSlot[0].Length()* tv_size/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 + 5, 0x929090FF );
pDrawPort->PutTextEx( m_strItemSlot[1],
m_nPosX + 152 - m_strItemSlot[1].Length()* tv_size/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 +5, 0x929090FF );
}
else
{
m_strItemSlot[0] = _S(2933,"결합 해체할 유료 아이템");
pDrawPort->PutTextExCX( m_strItemSlot[0],
m_nPosX + m_nWidth/2 , m_nPosY + MIXNEW_ITEM_SLOT_SIZE*2 + 5, 0x929090FF );
}
// Flush all render text queue
pDrawPort->EndTextEx();
}
示例8: Render
// ------------------------------------------------------------------------------
// Name : Render
// Desc :
// ------------------------------------------------------------------------------
void CUIPetItemMix::Render()
{
CDrawPort* pDrawPort = CUIManager::getSingleton()->GetDrawPort();
// Set skill learn texture
pDrawPort->InitTextureData( m_ptdBaseTexture );
// Add render regions -----------------------------------------------------------------------------------------------
// Background up
pDrawPort->AddTexture( m_nPosX, m_nPosY, m_nPosX + m_nWidth, m_nPosY + PROCESS_TOP_HEIGHT,
m_rtBackgroundTop.U0, m_rtBackgroundTop.V0, m_rtBackgroundTop.U1, m_rtBackgroundTop.V1,
0xFFFFFFFF );
// Background down
pDrawPort->AddTexture( m_nPosX, m_nPosY+PROCESS_TOP_HEIGHT, m_nPosX + m_nWidth, m_nPosY + m_nHeight,
m_rtBackgroundBtm.U0, m_rtBackgroundBtm.V0, m_rtBackgroundBtm.U1, m_rtBackgroundBtm.V1,
0xFFFFFFFF );
// Render Title Text
pDrawPort->PutTextEx( _S( 2459, "제작" ) , m_nPosX + PROCESS_TITLE_TEXT_OFFSETX,
m_nPosY + PROCESS_TITLE_TEXT_OFFSETY );
// Render Process Type
if( m_nPetType == DRAGON_WEAPON )
pDrawPort->PutTextExCX( _S( 2460, "드래곤 웨폰 제작" ), m_nPosX + 106, m_nPosY + 35, COLOR_TITLE );
else if( m_nPetType == KNIGHT_AMOR )
pDrawPort->PutTextExCX( _S( 2461, "나이트 메어 방어구 제작" ), m_nPosX + 106, m_nPosY + 35, COLOR_TITLE );
// Process Item Scroll bar
m_sbProcessItem.Render();
// List box of Need Item Desc
m_lbPreconditionDesc.Render();
// Close button
m_btnClose.Render();
// Process button ( A, B )
if( m_nPetType == DRAGON_WEAPON )
m_btnOK[0].Render();
else if( m_nPetType == KNIGHT_AMOR )
{
m_btnOK[1].Render();
m_btnOK[2].Render();
}
// Cancel button
m_btnCancel.Render();
pDrawPort->FlushRenderingQueue();
// Render Process Item
CTString m_strShortDesc;
int nX = SLEARN_SLOT_SX;
int nY = SLEARN_SLOT_SY;
int iEnd = m_sbProcessItem.GetScrollPos() + PRODUCT_SLOT_ROW;
if( iEnd > m_vecIcons.size() )
iEnd = m_vecIcons.size();
for ( int i = m_sbProcessItem.GetScrollPos(); i < iEnd; i++ )
{
if( !m_vecIcons[i]->IsEmpty() )
{
// render Item
m_vecIcons[i]->SetPos ( nX, nY );
m_vecIcons[i]->Render(pDrawPort);
// render Item desc
CItemData* pItemData = _pNetwork->GetItemData ( m_vecIcons[i]->getIndex() );
const char* szItemName = _pNetwork->GetItemName ( m_vecIcons[i]->getIndex() );
pDrawPort->PutTextExCX( CTString ( szItemName ), m_nPosX + 122, m_nPosY + nY + 8, 0xC3C3C3ff );
nY += SLEARN_SLOT_OFFSETY;
}
}
pDrawPort->FlushBtnRenderingQueue( UBET_ITEM );
// Flush all render text queue
pDrawPort->EndTextEx();
pDrawPort->InitTextureData( m_ptdBaseTexture );
nX = SLEARN_SLOT_SX;
nY = SLEARN_SLOT_SY;
// render sel outline
if ( m_nSelectProcessItem != -1 )
{
int BoxX, BoxY;
int nOffset = m_nSelectProcessItem - m_sbProcessItem.GetScrollPos();
//.........这里部分代码省略.........