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1 #ifdef _MSC_VER
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2 #define _CRT_SECURE_NO_WARNINGS
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3 #endif
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4
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5 #include <io.h>
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6 #include "..\MM7.h"
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7
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8 #include "..\Keyboard.h"
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9
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10 #include "..\MapInfo.h"
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11 #include "..\GUIWindow.h"
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12 #include "..\GUIFont.h"
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13 #include "..\Render.h"
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14 #include "..\LOD.h"
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15 #include "..\SaveLoad.h"
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16 #include "..\texts.h"
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17
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18 #include "..\mm7_data.h"
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19 #include "..\mm7_unsorted_subs.h"
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20
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21
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22 //----- (004601B7) --------------------------------------------------------
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23 static void UI_DrawSaveLoad(bool save)
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24 {
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25 const char *pSlotName; // edi@36
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26 GUIWindow save_load_window; // [sp+Ch] [bp-78h]@8
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27 unsigned int pSaveFiles; // [sp+70h] [bp-14h]@10
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28 unsigned __int64 full_hours;
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29 unsigned __int64 full_days;
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30 int full_weeks;
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31 int full_month;
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32 int current_year;
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33 int current_month;
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34 int current_day;
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35 int current_hour;
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36 int current_minutes;
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37
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38 pRenderer->BeginScene();
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39 if ( GetCurrentMenuID() != MENU_SAVELOAD && GetCurrentMenuID() != MENU_LoadingProcInMainMenu )
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40 {
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41 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
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42 if (save)
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43 {
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44 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
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45 pRenderer->DrawTextureIndexed( 18, 139, pIcons_LOD->GetTexture(uTextureID_save_up));
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46 }
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47 else
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48 {
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49 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
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50 pRenderer->DrawTextureIndexed( 18, 139, pIcons_LOD->GetTexture(uTextureID_load_up));
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51 }
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52 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
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53 }
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54 if ( pSavegameUsedSlots[uLoadGameUI_SelectedSlot] )
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55 {
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56 memset(&save_load_window, 0, 0x54);
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57 save_load_window.uFrameX = pGUIWindow_CurrentMenu->uFrameX + 240;
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58 save_load_window.uFrameWidth = 220;
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59 save_load_window.uFrameY = (pGUIWindow_CurrentMenu->uFrameY - pFontSmallnum->uFontHeight) + 157;
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60 save_load_window.uFrameZ = save_load_window.uFrameX + 219;
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61 save_load_window.uFrameHeight = pFontSmallnum->uFontHeight;
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62 save_load_window.uFrameW = pFontSmallnum->uFontHeight + save_load_window.uFrameY - 1;
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63 if ( pSavegameThumbnails[uLoadGameUI_SelectedSlot].pPixels )
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64 pRenderer->DrawTextureRGB(pGUIWindow_CurrentMenu->uFrameX + 276, pGUIWindow_CurrentMenu->uFrameY + 171, &pSavegameThumbnails[uLoadGameUI_SelectedSlot]);
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65 //Draw map name
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66 save_load_window.DrawTitleText(pFontSmallnum, 0, 0, 0, pMapStats->pInfos[pMapStats->GetMapInfo(pSavegameHeader[uLoadGameUI_SelectedSlot].pLocationName)].pName, 3);
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67 //Draw date
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68 full_hours = ((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) / 60i64;
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69 full_days = (unsigned int)full_hours / 24;
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70 full_weeks = (unsigned int)(full_days / 7);
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71 full_month = (unsigned int)full_weeks / 4;
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72 current_year = (full_month / 12) + game_starting_year;
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73 current_month = full_month % 12;
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74 current_day = full_days % 28;
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75 current_hour = full_hours % 24;
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76 current_minutes = (((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) % 60i64);
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77
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78 save_load_window.uFrameY = pGUIWindow_CurrentMenu->uFrameY + 261;
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79 int am;
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80 if ( (signed int)current_hour >= 12 )
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81 {
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82 current_hour -= 12;
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83 if ( !current_hour )
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84 current_hour = 12;
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85 am = 1;
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86 }
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87 else
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88 am = 0;
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89 const char* day = aDayNames[full_days % 7];
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90 const char* ampm = aAMPMNames[am];
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91 const char* month = aMonthNames[current_month];
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92
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93 sprintfex(pTmpBuf.data(), "%s %d:%02d %s\n%d %s %d", day, current_hour, current_minutes, aAMPMNames[am], current_day + 1, month, current_year);
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94 save_load_window.DrawTitleText(pFontSmallnum, 0, 0, 0, pTmpBuf.data(), 3);
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95 }
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96 if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 == WINDOW_INPUT_CONFIRMED)
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97 {
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98 pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE;
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99 strcpy((char *)&pSavegameHeader + 100 * uLoadGameUI_SelectedSlot, (const char *)pKeyActionMap->pPressedKeysBuffer);
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100 pMessageQueue_50CBD0->AddMessage(UIMSG_SaveGame, 0, 0);
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101 }
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102 else
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103 {
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104 if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 == WINDOW_INPUT_CANCELLED)
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105 pGUIWindow_CurrentMenu->receives_keyboard_input_2 = WINDOW_INPUT_NONE;
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106 }
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107 if (GetCurrentMenuID() == MENU_LoadingProcInMainMenu)
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108 {
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109 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, pFontSmallnum->AlignText_Center(186, pGlobalTXT_LocalizationStrings[135]) + 25,
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110 220, 0, pGlobalTXT_LocalizationStrings[135], 0, 0, 0);//Загрузка
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111 pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, pFontSmallnum->AlignText_Center(186,
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112 (const char *)pSavegameHeader.data() + 100 * uLoadGameUI_SelectedSlot) + 25, 0x106, 0, pSavegameHeader[uLoadGameUI_SelectedSlot].pName, 185, 0);
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113 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, pFontSmallnum->AlignText_Center(186, pGlobalTXT_LocalizationStrings[165]) + 25,
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114 304, 0, pGlobalTXT_LocalizationStrings[165], 0, 0, 0);//"Пожалуйста, пожождите"
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115 }
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116 else
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117 {
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118 if ( save )
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119 pSaveFiles = 40;
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120 else
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121 pSaveFiles = uNumSavegameFiles;
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122
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123 int slot_Y = 199;
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124 for ( uint i = pSaveListPosition; i < pSaveFiles; ++i )
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125 {
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126 if ( slot_Y >= 346 )
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127 break;
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128 if ( pGUIWindow_CurrentMenu->receives_keyboard_input_2 != WINDOW_INPUT_IN_PROGRESS || i != uLoadGameUI_SelectedSlot )
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129 pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 27, slot_Y, i == uLoadGameUI_SelectedSlot ? Color16(0xFF, 0xFF, 0x64) : 0, pSavegameHeader[i].pName, 185, 0);
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130 else
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131 pGUIWindow_CurrentMenu->DrawFlashingInputCursor(pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 27, slot_Y, i == uLoadGameUI_SelectedSlot ? Color16(0xFF, 0xFF, 0x64) : 0, (const char *)pKeyActionMap->pPressedKeysBuffer, 175, 1) + 27,
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132 slot_Y, pFontSmallnum);
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133 slot_Y += 21;
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134 }
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135 }
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136 pRenderer->EndScene();
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137 }
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138 // 6A0C9C: using guessed type int dword_6A0C9C;
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139
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140 //----- (004606F7) --------------------------------------------------------
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141 void LoadUI_Draw()
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142 {
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143 UI_DrawSaveLoad(false);
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144 }
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145
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146 //----- (004606FE) --------------------------------------------------------
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147 void SaveUI_Draw()
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148 {
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149 UI_DrawSaveLoad(true);
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150 }
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151
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152 //----- (0045E361) --------------------------------------------------------
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153 void LoadUI_Load(unsigned int uDialogueType)
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154 {
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155 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1
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156
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157 dword_6BE138 = -1;
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158 pIcons_LOD->_inlined_sub2();
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159
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160 memset(pSavegameUsedSlots.data(), 0, sizeof(pSavegameUsedSlots));
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161 memset(pSavegameThumbnails.data(), 0, 45 * sizeof(RGBTexture));
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162 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
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163 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
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164 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
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165 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
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166 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
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167 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
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168 if ( uDialogueType )
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169 {
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170 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
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171 if ( pCurrentScreen == SCREEN_SAVEGAME )
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172 {
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173 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
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174 pRenderer->DrawTextureIndexed( 18, 141, pIcons_LOD->GetTexture(uTextureID_save_up));
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175 }
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176 else
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177 {
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178 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
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179 pRenderer->DrawTextureIndexed( 18, 141, pIcons_LOD->GetTexture(uTextureID_load_up));
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180 }
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181 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
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182 }
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183 else
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184 pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX);
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185 pGUIWindow_CurrentMenu = GUIWindow::Create(saveload_dlg_xs[uDialogueType], saveload_dlg_ys[uDialogueType], saveload_dlg_zs[uDialogueType],
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186 saveload_dlg_ws[uDialogueType], WINDOW_MainMenu_Load, 0, 0);
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187 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..."
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188 pRenderer->Present();
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189 pSavegameList->Initialize(0);
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190 if ( pSaveListPosition > (signed int)uNumSavegameFiles )
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191 {
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192 pSaveListPosition = 0;
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193 uLoadGameUI_SelectedSlot = 0;
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194 }
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195 pLODFile.AllocSubIndicesAndIO(300, 0);
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196 Assert(sizeof(SavegameHeader) == 100);
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197 for (uint i = 0; i < uNumSavegameFiles; ++i)
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198 {
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199 sprintf(pTmpBuf.data(), "saves\\%s", pSavegameList->pFileList[i].pSaveFileName);
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200 if (_access(pTmpBuf.data(), 6))
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201 {
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202 pSavegameUsedSlots[i] = 0;
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203 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty"
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204 continue;
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205 }
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206 pLODFile.LoadFile(pTmpBuf.data(), 1);
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207 if ( pLODFile.FindContainer("header.bin", true) )
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208 fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", true));
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209 if ( !_stricmp(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]) )// "AutoSave.MM7"
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210 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave"
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211 if ( !pLODFile.FindContainer("image.pcx", true) )
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212 {
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213 pSavegameUsedSlots[i] = 0;
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214 strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
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215 }
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216 else
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217 {
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218 pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", true), 0, true);
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219 pLODFile.CloseWriteFile();
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220 pSavegameUsedSlots[i] = 1;
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221 }
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222 }
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223
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224 pLODFile.FreeSubIndexAndIO();
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225 if ( pCurrentScreen == SCREEN_SAVEGAME )
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226 {
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227 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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228 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD",TEXTURE_16BIT_PALETTE);
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229 }
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230 else
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231 {
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232 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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233 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD",TEXTURE_16BIT_PALETTE);
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234 }
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235 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
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236 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
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237 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
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238 pGUIWindow_CurrentMenu->CreateButton(21, 219, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
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239 pGUIWindow_CurrentMenu->CreateButton(21, 240, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
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240 pGUIWindow_CurrentMenu->CreateButton(21, 261, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
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241 pGUIWindow_CurrentMenu->CreateButton(21, 282, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
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242 pGUIWindow_CurrentMenu->CreateButton(21, 303, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
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243 pGUIWindow_CurrentMenu->CreateButton(21, 324, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
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244 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
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245 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
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246 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
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247 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, uNumSavegameFiles, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
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248 }
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249
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250 //----- (0045E93E) --------------------------------------------------------
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251 void SaveUI_Load()
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252 {
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253 char *v3; // eax@7
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254 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1
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255
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256 ++pIcons_LOD->uTexturePacksCount;
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257 if ( !pIcons_LOD->uNumPrevLoadedFiles )
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258 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
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259 memset(pSavegameUsedSlots.data(), 0, 0xB4u);
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260 memset(&pSavegameThumbnails, 0, 0x708u);
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261 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
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262 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
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263 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
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264 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
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265 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
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266 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
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267 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
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268 if ( pCurrentScreen == SCREEN_SAVEGAME )
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269 {
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270 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
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271 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
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272 pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_save_up));
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273 }
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274 else
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275 {
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276 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
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277 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
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278 pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_load_up));
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279 }
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280 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);//Read...(Чтение...)
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281 pRenderer->Present();
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282 pSavegameList->Initialize(1);
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283 pLODFile.AllocSubIndicesAndIO(300, 0);
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284 for (uint i = 0; i < 40; ++i)
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285 {
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286 v3 = pSavegameList->pFileList[i].pSaveFileName;
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287 if ( !*pSavegameList->pFileList[i].pSaveFileName )
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288 v3 = "1.mm7";
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289 sprintf(pTmpBuf.data(), "saves\\%s", v3);
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290 if ( _access(pTmpBuf.data(), 0) || _access(pTmpBuf.data(), 6) )
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291 {
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292 pSavegameUsedSlots[i] = 0;
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293 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]);
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294 }
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295 else
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296 {
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297 pLODFile.LoadFile(pTmpBuf.data(), 1);
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298 fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", 1));
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299 if ( pLODFile.FindContainer("image.pcx", 1) )
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300 {
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301 pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", 1), 0, 1);
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302 pLODFile.CloseWriteFile();
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303 pSavegameUsedSlots[i] = 1;
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304 }
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305 else
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306 pSavegameUsedSlots[i] = 0;
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307 }
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308 }
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309 pLODFile.FreeSubIndexAndIO();
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310 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
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311 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE);
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312 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
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313 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
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314 pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_SaveLoadButtons, 0, 0);
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315 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
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316 pGUIWindow_CurrentMenu->CreateButton(21, 218, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
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317 pGUIWindow_CurrentMenu->CreateButton(21, 238, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
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318 pGUIWindow_CurrentMenu->CreateButton(21, 258, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
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319 pGUIWindow_CurrentMenu->CreateButton(21, 278, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
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320 pGUIWindow_CurrentMenu->CreateButton(21, 298, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
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321 pGUIWindow_CurrentMenu->CreateButton(21, 318, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
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322 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
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323 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
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324 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
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325 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, 34, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
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326 } |