comparison UI/UISaveLoad.cpp @ 1739:1776d4f033a7

WeaponShop cleared
author Ritor1
date Fri, 27 Sep 2013 15:19:32 +0600
parents 873ac151c38d
children c1c74df0a33e
comparison
equal deleted inserted replaced
1735:873ac151c38d 1739:1776d4f033a7
146 void SaveUI_Draw() 146 void SaveUI_Draw()
147 { 147 {
148 UI_DrawSaveLoad(true); 148 UI_DrawSaveLoad(true);
149 } 149 }
150 150
151
152 //----- (0045E361) -------------------------------------------------------- 151 //----- (0045E361) --------------------------------------------------------
153 void LoadUI_Load(unsigned int uDialogueType) 152 void LoadUI_Load(unsigned int uDialogueType)
154 { 153 {
155 unsigned int v1; // ebp@5 154 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1
156 unsigned int v2; // eax@5 155
157 //signed int v3; // ebp@11 156 dword_6BE138 = -1;
158 FILE *v4; // eax@14 157 pIcons_LOD->_inlined_sub2();
159 FILE *v5; // eax@18 158
160 unsigned int v6; // eax@25 159 memset(pSavegameUsedSlots.data(), 0, sizeof(pSavegameUsedSlots));
161 GUIButton *v7; // eax@27 160 memset(pSavegameThumbnails.data(), 0, 45 * sizeof(RGBTexture));
162 const char *v8; // [sp-8h] [bp-26Ch]@25 161 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
163 //char *v9; // [sp-4h] [bp-268h]@19 162 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
164 enum TEXTURE_TYPE v10; // [sp-4h] [bp-268h]@25 163 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
165 unsigned int uDialogueType_; // [sp+10h] [bp-254h]@1 164 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
166 //RGBTexture *pTex; // [sp+10h] [bp-254h]@12 165 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
167 //SavegameHeader *Dest; // [sp+14h] [bp-250h]@12 166 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
168 //const char *Str1; // [sp+18h] [bp-24Ch]@12 167 if ( uDialogueType )
169 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1 168 {
170 int v16; // [sp+260h] [bp-4h]@1 169 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
171
172 uDialogueType_ = uDialogueType;
173 dword_6BE138 = -1;
174 pIcons_LOD->_inlined_sub2();
175
176 memset(pSavegameUsedSlots.data(), 0, sizeof(pSavegameUsedSlots));
177 memset(pSavegameThumbnails.data(), 0, 45 * sizeof(RGBTexture));
178 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
179 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
180 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
181 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
182 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
183 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
184 if ( uDialogueType_ )
185 {
186 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
187 if ( pCurrentScreen == SCREEN_SAVEGAME )
188 {
189 v1 = uTextureID_save_up;
190 v2 = uTextureID_LS_saveU;
191 }
192 else
193 {
194 v1 = uTextureID_load_up;
195 v2 = uTextureID_LS_loadU;
196 }
197 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(v2));
198 pRenderer->DrawTextureIndexed( 18, 141, pIcons_LOD->GetTexture(v1));
199 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
200 }
201 else
202 {
203 pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX);
204 }
205 pGUIWindow_CurrentMenu = GUIWindow::Create(saveload_dlg_xs[uDialogueType_], saveload_dlg_ys[uDialogueType_], saveload_dlg_zs[uDialogueType_],
206 saveload_dlg_ws[uDialogueType_], WINDOW_MainMenu_Load, 0, 0);
207 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..."
208 pRenderer->Present();
209 pSavegameList->Initialize(0);
210 if ( pSaveListPosition > (signed int)uNumSavegameFiles )
211 {
212 pSaveListPosition = 0;
213 uLoadGameUI_SelectedSlot = 0;
214 }
215 pLODFile.AllocSubIndicesAndIO(0x12C, 0);
216 Assert(sizeof(SavegameHeader) == 0x64);
217 //v3 = 0;
218 for (uint i = 0; i < uNumSavegameFiles; ++i)
219 {
220
221 sprintf(pTmpBuf.data(), "saves\\%s", pSavegameList->pFileList[i].pSaveFileName);
222 if (_access(pTmpBuf.data(), 6))
223 {
224 pSavegameUsedSlots[i] = 0;
225 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty"
226 continue;
227 }
228 pLODFile.LoadFile(pTmpBuf.data(), 1);
229 v4 = pLODFile.FindContainer("header.bin", true);
230 if ( v4 )
231 fread(&pSavegameHeader[i], 0x64, 1, v4);
232 if ( !_stricmp(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]) )// "AutoSave.MM7"
233 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave"
234 v5 = pLODFile.FindContainer("image.pcx", true);
235 if ( !v5 )
236 {
237 pSavegameUsedSlots[i] = 0;
238 strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
239 }
240 else
241 {
242 pSavegameThumbnails[i].LoadFromFILE(v5, 0, true);
243 pLODFile.CloseWriteFile();
244 pSavegameUsedSlots[i] = 1;
245 }
246 }
247
248 //LABEL_24:
249 pLODFile.FreeSubIndexAndIO();
250 if ( pCurrentScreen == SCREEN_SAVEGAME ) 170 if ( pCurrentScreen == SCREEN_SAVEGAME )
251 { 171 {
252 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE); 172 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
253 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD",TEXTURE_16BIT_PALETTE); 173 pRenderer->DrawTextureIndexed( 18, 141, pIcons_LOD->GetTexture(uTextureID_save_up));
254 } 174 }
255 else 175 else
256 { 176 {
257 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE); 177 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
258 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD",TEXTURE_16BIT_PALETTE); 178 pRenderer->DrawTextureIndexed( 18, 141, pIcons_LOD->GetTexture(uTextureID_load_up));
259 } 179 }
260 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE); 180 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
261 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE); 181 }
262 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0); 182 else
263 pGUIWindow_CurrentMenu->CreateButton(21, 219, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0); 183 pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX);
264 pGUIWindow_CurrentMenu->CreateButton(21, 240, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0); 184 pGUIWindow_CurrentMenu = GUIWindow::Create(saveload_dlg_xs[uDialogueType], saveload_dlg_ys[uDialogueType], saveload_dlg_zs[uDialogueType],
265 pGUIWindow_CurrentMenu->CreateButton(21, 261, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0); 185 saveload_dlg_ws[uDialogueType], WINDOW_MainMenu_Load, 0, 0);
266 pGUIWindow_CurrentMenu->CreateButton(21, 282, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0); 186 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..."
267 pGUIWindow_CurrentMenu->CreateButton(21, 303, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0); 187 pRenderer->Present();
268 pGUIWindow_CurrentMenu->CreateButton(21, 324, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0); 188 pSavegameList->Initialize(0);
269 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0); 189 if ( pSaveListPosition > (signed int)uNumSavegameFiles )
270 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0); 190 {
271 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0); 191 pSaveListPosition = 0;
272 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, uNumSavegameFiles, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0); 192 uLoadGameUI_SelectedSlot = 0;
193 }
194 pLODFile.AllocSubIndicesAndIO(300, 0);
195 Assert(sizeof(SavegameHeader) == 100);
196 for (uint i = 0; i < uNumSavegameFiles; ++i)
197 {
198 sprintf(pTmpBuf.data(), "saves\\%s", pSavegameList->pFileList[i].pSaveFileName);
199 if (_access(pTmpBuf.data(), 6))
200 {
201 pSavegameUsedSlots[i] = 0;
202 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty"
203 continue;
204 }
205 pLODFile.LoadFile(pTmpBuf.data(), 1);
206 if ( pLODFile.FindContainer("header.bin", true) )
207 fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", true));
208 if ( !_stricmp(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]) )// "AutoSave.MM7"
209 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave"
210 if ( !pLODFile.FindContainer("image.pcx", true) )
211 {
212 pSavegameUsedSlots[i] = 0;
213 strcpy(pSavegameList->pFileList[i].pSaveFileName, "");
214 }
215 else
216 {
217 pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", true), 0, true);
218 pLODFile.CloseWriteFile();
219 pSavegameUsedSlots[i] = 1;
220 }
221 }
222
223 pLODFile.FreeSubIndexAndIO();
224 if ( pCurrentScreen == SCREEN_SAVEGAME )
225 {
226 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
227 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD",TEXTURE_16BIT_PALETTE);
228 }
229 else
230 {
231 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
232 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD",TEXTURE_16BIT_PALETTE);
233 }
234 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
235 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
236 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
237 pGUIWindow_CurrentMenu->CreateButton(21, 219, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
238 pGUIWindow_CurrentMenu->CreateButton(21, 240, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
239 pGUIWindow_CurrentMenu->CreateButton(21, 261, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
240 pGUIWindow_CurrentMenu->CreateButton(21, 282, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
241 pGUIWindow_CurrentMenu->CreateButton(21, 303, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
242 pGUIWindow_CurrentMenu->CreateButton(21, 324, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
243 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
244 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
245 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
246 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, uNumSavegameFiles, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
273 } 247 }
274 248
275 //----- (0045E93E) -------------------------------------------------------- 249 //----- (0045E93E) --------------------------------------------------------
276 void SaveUI_Load() 250 void SaveUI_Load()
277 { 251 {
278 unsigned int v0; // ebp@4 252 char *v3; // eax@7
279 unsigned int v1; // eax@4 253 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1
280 char *v3; // eax@7 254
281 FILE *v4; // eax@11 255 ++pIcons_LOD->uTexturePacksCount;
282 FILE *v5; // eax@11 256 if ( !pIcons_LOD->uNumPrevLoadedFiles )
283 LODWriteableFile v11; // [sp+1Ch] [bp-248h]@1 257 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles;
284 258 memset(pSavegameUsedSlots.data(), 0, 0xB4u);
285 ++pIcons_LOD->uTexturePacksCount; 259 memset(&pSavegameThumbnails, 0, 0x708u);
286 if ( !pIcons_LOD->uNumPrevLoadedFiles ) 260 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE);
287 pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles; 261 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE);
288 memset(pSavegameUsedSlots.data(), 0, 0xB4u); 262 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE);
289 memset(&pSavegameThumbnails, 0, 0x708u); 263 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE);
290 uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE); 264 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE);
291 uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE); 265 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE);
292 uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE); 266 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave));
293 uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE); 267 if ( pCurrentScreen == SCREEN_SAVEGAME )
294 uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE); 268 {
295 uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE); 269 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_saveU));
296 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave)); 270 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
297 if ( pCurrentScreen == SCREEN_SAVEGAME ) 271 pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_save_up));
298 { 272 }
299 v0 = uTextureID_save_up; 273 else
300 v1 = uTextureID_LS_saveU; 274 {
301 } 275 pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(uTextureID_LS_loadU));
302 else 276 pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u));
303 { 277 pRenderer->DrawTextureIndexed(18, 141, pIcons_LOD->GetTexture(uTextureID_load_up));
304 v0 = uTextureID_load_up; 278 }
305 v1 = uTextureID_LS_loadU; 279 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);//Read...(Чтение...)
306 } 280 pRenderer->Present();
307 pRenderer->DrawTextureIndexed(0xF1u, 0x12Eu, pIcons_LOD->GetTexture(v1)); 281 pSavegameList->Initialize(1);
308 pRenderer->DrawTextureIndexed(0x15Fu, 0x12Eu, pIcons_LOD->GetTexture(uTextureID_x_u)); 282 pLODFile.AllocSubIndicesAndIO(300, 0);
309 pRenderer->DrawTextureIndexed(0x12u, 0x8Du, pIcons_LOD->GetTexture(v0)); 283 for (uint i = 0; i < 40; ++i)
310 pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0); 284 {
311 pRenderer->Present(); 285 v3 = pSavegameList->pFileList[i].pSaveFileName;
312 pSavegameList->Initialize(1u); 286 if ( !*pSavegameList->pFileList[i].pSaveFileName )
313 v11.AllocSubIndicesAndIO(0x12Cu, 0); 287 v3 = "1.mm7";
314 //v2 = pSavegameUsedSlots; 288 sprintf(pTmpBuf.data(), "saves\\%s", v3);
315 // Dest = pSavegameHeader; 289 if ( _access(pTmpBuf.data(), 0) || _access(pTmpBuf.data(), 6) )
316 // this_ = pSavegameThumbnails; 290 {
317 // v8 = (char *)pSavegameList->pSavesNames; 291 pSavegameUsedSlots[i] = 0;
318 for (uint i = 0; i < 40; ++i) 292 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]);
319 { 293 }
320 v3 = pSavegameList->pFileList[i].pSaveFileName; 294 else
321 if ( !*pSavegameList->pFileList[i].pSaveFileName ) 295 {
322 v3 = "1.mm7"; 296 pLODFile.LoadFile(pTmpBuf.data(), 1);
323 sprintf(pTmpBuf.data(), "saves\\%s", v3); 297 fread(&pSavegameHeader[i], 100, 1, pLODFile.FindContainer("header.bin", 1));
324 if ( _access(pTmpBuf.data(), 0) || _access(pTmpBuf.data(), 6) ) 298 if ( pLODFile.FindContainer("image.pcx", 1) )
325 { 299 {
326 pSavegameUsedSlots[i] = 0; 300 pSavegameThumbnails[i].LoadFromFILE(pLODFile.FindContainer("image.pcx", 1), 0, 1);
327 strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]); 301 pLODFile.CloseWriteFile();
328 } 302 pSavegameUsedSlots[i] = 1;
329 else 303 }
330 { 304 else
331 v11.LoadFile(pTmpBuf.data(), 1); 305 pSavegameUsedSlots[i] = 0;
332 v4 = v11.FindContainer("header.bin", 1); 306 }
333 fread(&pSavegameHeader[i], 100, 1u, v4); 307 }
334 v5 = v11.FindContainer("image.pcx", 1); 308 pLODFile.FreeSubIndexAndIO();
335 if ( v5 ) 309 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE);
336 { 310 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE);
337 pSavegameThumbnails[i].LoadFromFILE(v5, 0, 1u); 311 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
338 v11.CloseWriteFile(); 312 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
339 pSavegameUsedSlots[i] = 1; 313 pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_SaveLoadButtons, 0, 0);
340 } 314 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
341 else 315 pGUIWindow_CurrentMenu->CreateButton(21, 218, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
342 { 316 pGUIWindow_CurrentMenu->CreateButton(21, 238, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
343 pSavegameUsedSlots[i] = 0; 317 pGUIWindow_CurrentMenu->CreateButton(21, 258, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
344 } 318 pGUIWindow_CurrentMenu->CreateButton(21, 278, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
345 } 319 pGUIWindow_CurrentMenu->CreateButton(21, 298, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
346 320 pGUIWindow_CurrentMenu->CreateButton(21, 318, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
347 } 321 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
348 322 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
349 v11.FreeSubIndexAndIO(); 323 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
350 uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE); 324 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, 34, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
351 uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE); 325 }
352 uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE);
353 uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE);
354 pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_SaveLoadButtons, 0, 0);
355 pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0);
356 pGUIWindow_CurrentMenu->CreateButton(21, 218, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0);
357 pGUIWindow_CurrentMenu->CreateButton(21, 238, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0);
358 pGUIWindow_CurrentMenu->CreateButton(21, 258, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0);
359 pGUIWindow_CurrentMenu->CreateButton(21, 278, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0);
360 pGUIWindow_CurrentMenu->CreateButton(21, 298, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0);
361 pGUIWindow_CurrentMenu->CreateButton(21, 318, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0);
362 pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0);
363 pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0);
364 pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0);
365 pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, 34, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0);
366 }