Mercurial > mm7
view UISaveLoad.cpp @ 1019:32ec62bbaa2c
player use item part cleanup
author | Gloval |
---|---|
date | Tue, 21 May 2013 01:21:10 +0400 |
parents | 087a9af8e0ec |
children | c45d51b3f4f4 |
line wrap: on
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#include <assert.h> #include <io.h> #include "MM7.h" #include "MapInfo.h" #include "Game.h" #include "GUIWindow.h" #include "GUIFont.h" #include "GUIProgressBar.h" #include "Party.h" #include "AudioPlayer.h" #include "Outdoor.h" #include "IndoorCamera.h" #include "Overlays.h" #include "Monsters.h" #include "Arcomage.h" #include "LOD.h" #include "Actor.h" #include "Allocator.h" #include "Events.h" #include "Viewport.h" #include "FrameTableInc.h" #include "Math.h" #include "SpriteObject.h" #include "ObjectList.h" #include "Chest.h" #include "PaletteManager.h" #include "DecorationList.h" #include "SaveLoad.h" #include "stru123.h" #include "Time.h" #include "IconFrameTable.h" #include "Awards.h" #include "Autonotes.h" #include "stru160.h" #include "TurnEngine.h" #include "CastSpellInfo.h" #include "Weather.h" #include "stru298.h" #include "StorylineTextTable.h" #include "Events2D.h" #include "texts.h" #include "mm7_data.h" //----- (004601B7) -------------------------------------------------------- void GameUI_MainMenu_DoDrawLoad(int a1) { unsigned __int16 v1; // bx@1 unsigned int v2; // edi@4 unsigned int v3; // eax@4 unsigned int v4; // eax@8 int v5; // edi@8 unsigned int v6; // eax@8 unsigned int pMapID; // eax@10 signed __int64 v8; // qax@10 unsigned int v9; // ebx@10 unsigned __int64 v10; // qax@10 __int64 v11; // qax@10 char v12; // di@10 unsigned __int64 v13; // qtt@10 unsigned int v14; // ecx@10 __int64 pOurHour; // qax@10 int v16; // edi@10 signed int pHour; // ebx@22 //const char *v18; // ST14_4@32 int v19; // eax@32 const char *v20; // ST18_4@32 int v21; // eax@32 //const char *v22; // ST14_4@32 int v23; // eax@32 const char *pSlotName; // edi@36 int v25; // eax@43 GUIWindow pWindow; // [sp+Ch] [bp-78h]@8 /*unsigned int Dst; // [sp+Ch] [bp-78h]@8 unsigned int v27; // [sp+10h] [bp-74h]@8 int v28; // [sp+14h] [bp-70h]@8 int v29; // [sp+18h] [bp-6Ch]@8 unsigned int v30; // [sp+1Ch] [bp-68h]@8 unsigned int v31; // [sp+20h] [bp-64h]@8*/ int pMinutes; // [sp+60h] [bp-24h]@10 int pMonthNum; // [sp+68h] [bp-1Ch]@10 unsigned int pSaveFiles; // [sp+70h] [bp-14h]@10 __int64 pAMPM2; // [sp+74h] [bp-10h]@10 int pYear; // [sp+7Ch] [bp-8h]@10 int a4; // [sp+80h] [bp-4h]@1 int pFilesID; v1 = 255; a4 = a1; TargetColor(0xFF, 0xFF, 0xFF); TargetColor(0xFF, 0xFF, 0x9B); pRenderer->BeginScene(); if ( GetCurrentMenuID() != MENU_SAVELOAD && GetCurrentMenuID() != MENU_LoadingProcInMainMenu ) { pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave)); if ( a4 ) { v2 = uTextureID_save_up; v3 = uTextureID_LS_saveU; } else { v2 = uTextureID_load_up; v3 = uTextureID_LS_loadU; } pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(v3)); pRenderer->DrawTextureIndexed (18, 139, pIcons_LOD->GetTexture(v2)); pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u)); v1 = 255; } if ( pSavegameUsedSlots[uLoadGameUI_SelectedSlot] ) { memset(&pWindow, 0, 0x54); pWindow.uFrameX = pGUIWindow_CurrentMenu->uFrameX + 240; v4 = pGUIWindow_CurrentMenu->uFrameY - pFontSmallnum->uFontHeight; pWindow.uFrameWidth = 220; v4 += 157; pWindow.uFrameY = v4; v5 = pFontSmallnum->uFontHeight; pWindow.uFrameZ = pWindow.uFrameX + 219; pWindow.uFrameHeight = v5; pWindow.uFrameW = v5 + v4 - 1; v6 = uLoadGameUI_SelectedSlot; if (pSavegameThumbnails[uLoadGameUI_SelectedSlot].pPixels) { pRenderer->DrawTextureRGB(pGUIWindow_CurrentMenu->uFrameX + 276, pGUIWindow_CurrentMenu->uFrameY + 171, pSavegameThumbnails + uLoadGameUI_SelectedSlot); v6 = uLoadGameUI_SelectedSlot; } pMapID = pMapStats->GetMapInfo(pSavegameHeader[v6].pLocationName); pWindow.DrawTitleText(pFontSmallnum, 0, 0, 0, pMapStats->pInfos[pMapID].pName, 3); v8 = (signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60; pMinutes = (int)(((signed __int64)(pSavegameHeader[uLoadGameUI_SelectedSlot].uWordTime * 0.234375) / 60) >> 32); v9 = v8; v8 /= 60i64; pAMPM2 = v8; v10 = (unsigned int)v8 / 24; pSaveFiles = v10; v11 = (unsigned int)(v10 / 7); v12 = v11; LODWORD(v13) = (unsigned int)v11 >> 2; HIDWORD(v13) = HIDWORD(v11); pMonthNum = v13 % 12; pYear = v13 / 12; pMinutes = (int)__PAIR__(pMinutes, v9) % 60; pOurHour = pAMPM2 % 24; v14 = (unsigned __int64)(pAMPM2 % 24) >> 32; LODWORD(pAMPM2) = pAMPM2 % 24; HIDWORD(pOurHour) = pSaveFiles % 28; pYear += game_starting_year; v16 = v12 & 3; pWindow.uFrameY = pGUIWindow_CurrentMenu->uFrameY + 261; HIDWORD(pAMPM2) = v14 == 0 && ((signed int)v14 > 0 || (unsigned int)pOurHour >= 12) && (signed int)v14 <= 0 && (v14 != 0 || (unsigned int)pOurHour < 24); if ( v14 != 0 || ((signed int)v14 <= 0) && (unsigned int)pOurHour <= 12 ) { if ( !(v14 | (unsigned int)pOurHour) ) { pSaveFiles = 0; pHour = 12; goto LABEL_23; } } else { v14 = (__PAIR__(v14, (unsigned int)pOurHour) - 12) >> 32; LODWORD(pOurHour) = pOurHour - 12; } pHour = pOurHour; pSaveFiles = v14; LABEL_23: auto day = aDayNames[HIDWORD(pOurHour) % 7]; auto ampm = aAMPMNames[HIDWORD(pAMPM2)]; auto month = aMonthNames[pMonthNum]; //sprintf(pTmpBuf, "%s %d:%02d%s\n%d %s %d", _d, v17, (int)32, _a, 3, _m, pFilesID); sprintf(pTmpBuf, "%s %d:%02d%s\n%d %s %d", day, pHour, pMinutes, ampm, 7 * v16 + HIDWORD(pOurHour) % 7 + 1, month, pYear); pWindow.DrawTitleText(pFontSmallnum, 0, 0, 0, pTmpBuf, 3u); v1 = 255; } if ( pGUIWindow_CurrentMenu->field_40 == 2 ) { pGUIWindow_CurrentMenu->field_40 = 0; strcpy((char *)&pSavegameHeader + 100 * uLoadGameUI_SelectedSlot, (const char *)pKeyActionMap->pPressedKeysBuffer); /*if ( (signed int)pMessageQueue_50CBD0->uNumMessages < 40 ) { pMessageQueue_50CBD0->pMessages[pMessageQueue_50CBD0->uNumMessages].eType = UIMSG_SaveGame; pMessageQueue_50CBD0->pMessages[pMessageQueue_50CBD0->uNumMessages].param = 0; *(&pMessageQueue_50CBD0->uNumMessages + 3 * pMessageQueue_50CBD0->uNumMessages + 3) = 0; ++pMessageQueue_50CBD0->uNumMessages; }*/ pMessageQueue_50CBD0->AddMessage(UIMSG_SaveGame, 0, 0); } else { if ( pGUIWindow_CurrentMenu->field_40 == 3 ) pGUIWindow_CurrentMenu->field_40 = 0; } if (GetCurrentMenuID() == MENU_LoadingProcInMainMenu) { //v18 = pGlobalTXT_LocalizationStrings[135]; v19 = pFontSmallnum->AlignText_Center(0xBA, pGlobalTXT_LocalizationStrings[135]);//"Загрузка" pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, v19 + 25, 220, 0, pGlobalTXT_LocalizationStrings[135], 0, 0, 0); v20 = (const char *)(pSavegameHeader + uLoadGameUI_SelectedSlot); v21 = pFontSmallnum->AlignText_Center(0xBA, (const char *)pSavegameHeader + 100 * uLoadGameUI_SelectedSlot); pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, v21 + 25, 0x106, 0, v20, 185, 0); //v22 = pGlobalTXT_LocalizationStrings[165]; v23 = pFontSmallnum->AlignText_Center(0xBA, pGlobalTXT_LocalizationStrings[165]);//"Пожалуйста, пожождите" pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, v23 + 25, 304, 0, pGlobalTXT_LocalizationStrings[165], 0, 0, 0); } else { if ( a4 ) pSaveFiles = 40; else pSaveFiles = uNumSavegameFiles; a4 = 199; pFilesID = pSaveListPosition; pSlotName = (const char *)(&pSavegameHeader[pSaveListPosition]);//draw name for save slot do { if ( pFilesID >= (signed int)pSaveFiles ) break; short clr; HIDWORD(pAMPM2) = clr = (pFilesID == uLoadGameUI_SelectedSlot ? TargetColor(v1, v1, 0x64) : 0); if ( pGUIWindow_CurrentMenu->field_40 != 1 || pFilesID != uLoadGameUI_SelectedSlot ) { pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 0x1B, a4, clr, pSlotName, 185, 0); } else { v25 = pGUIWindow_CurrentMenu->DrawTextInRect(pFontSmallnum, 0x1B, a4, clr, (const char *)pKeyActionMap->pPressedKeysBuffer, 175, 1); pGUIWindow_CurrentMenu->DrawFlashingInputCursor(v25 + 27, a4, pFontSmallnum); } a4 += 21; ++pFilesID; pSlotName += 100; } while ( a4 < 346 ); } pRenderer->EndScene(); } // 6A0C9C: using guessed type int dword_6A0C9C; //----- (004606F7) -------------------------------------------------------- void __cdecl GameUI_MainMenu_DrawLoad() { GameUI_MainMenu_DoDrawLoad(0); } //----- (004606FE) -------------------------------------------------------- void __cdecl sub_4606FE() { GameUI_MainMenu_DoDrawLoad(1); } void __cdecl FreeSavegameThumbnails() { for (int i = 0; i < 40; ++i) //pAllocator->FreeChunk(pSavegameThumbnails[i].pPixels); pSavegameThumbnails[i].Release(); } //----- (0045E361) -------------------------------------------------------- void __fastcall GameUI_DrawLoadMenu(unsigned int uDialogueType) { unsigned int v1; // ebp@5 unsigned int v2; // eax@5 //signed int v3; // ebp@11 FILE *v4; // eax@14 FILE *v5; // eax@18 unsigned int v6; // eax@25 GUIButton *v7; // eax@27 const char *v8; // [sp-8h] [bp-26Ch]@25 //char *v9; // [sp-4h] [bp-268h]@19 enum TEXTURE_TYPE v10; // [sp-4h] [bp-268h]@25 unsigned int uDialogueType_; // [sp+10h] [bp-254h]@1 //RGBTexture *pTex; // [sp+10h] [bp-254h]@12 //SavegameHeader *Dest; // [sp+14h] [bp-250h]@12 //const char *Str1; // [sp+18h] [bp-24Ch]@12 LODWriteableFile pLODFile; // [sp+1Ch] [bp-248h]@1 int v16; // [sp+260h] [bp-4h]@1 uDialogueType_ = uDialogueType; dword_6BE138 = -1; pIcons_LOD->_inlined_sub2(); memset(pSavegameUsedSlots, 0, sizeof(pSavegameUsedSlots)); memset(pSavegameThumbnails, 0, 45 * sizeof(RGBTexture)); uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE); uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE); uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE); uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE); uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE); uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE); if ( uDialogueType_ ) { pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave)); if ( pCurrentScreen == SCREEN_SAVEGAME ) { v1 = uTextureID_save_up; v2 = uTextureID_LS_saveU; } else { v1 = uTextureID_load_up; v2 = uTextureID_LS_loadU; } pRenderer->DrawTextureIndexed(241, 302, pIcons_LOD->GetTexture(v2)); pRenderer->DrawTextureIndexed( 18, 141, pIcons_LOD->GetTexture(v1)); pRenderer->DrawTextureIndexed(351, 302, pIcons_LOD->GetTexture(uTextureID_x_u)); } else { pRenderer->DrawTextureRGB(0, 0, &pTexture_PCX); } pGUIWindow_CurrentMenu = GUIWindow::Create(saveload_dlg_xs[uDialogueType_], saveload_dlg_ys[uDialogueType_], saveload_dlg_zs[uDialogueType_], saveload_dlg_ws[uDialogueType_], WINDOW_MainMenu_Load, 0, 0); pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0);// "Reading..." pRenderer->Present(); pSavegameList->Initialize(0); if ( pSaveListPosition > (signed int)uNumSavegameFiles ) { pSaveListPosition = 0; uLoadGameUI_SelectedSlot = 0; } pLODFile.AllocSubIndicesAndIO(0x12C, 0); assert(sizeof(SavegameHeader) == 0x64); //v3 = 0; for (uint i = 0; i < uNumSavegameFiles; ++i) { sprintf(pTmpBuf, "saves\\%s", pSavegameList->pFileList[i].pSaveFileName); if (_access(pTmpBuf, 6)) { pSavegameUsedSlots[i] = 0; strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[72]); // "Empty" continue; } pLODFile.LoadFile(pTmpBuf, 1); v4 = pLODFile.FindContainer("header.bin", true); if ( v4 ) fread(&pSavegameHeader[i], 0x64, 1, v4); if ( !_strcmpi(pSavegameList->pFileList[i].pSaveFileName, pGlobalTXT_LocalizationStrings[613]) )// "AutoSave.MM7" strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[16]);// "Autosave" v5 = pLODFile.FindContainer("image.pcx", true); if ( !v5 ) { pSavegameUsedSlots[i] = 0; strcpy(pSavegameList->pFileList[i].pSaveFileName, ""); } else { pSavegameThumbnails[i].LoadFromFILE(v5, 0, true); pLODFile.CloseWriteFile(); pSavegameUsedSlots[i] = 1; } } //LABEL_24: pLODFile.FreeSubIndexAndIO(); if ( pCurrentScreen == SCREEN_SAVEGAME ) { uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE); uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD",TEXTURE_16BIT_PALETTE); } else { uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE); uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_loadD",TEXTURE_16BIT_PALETTE); } uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE); uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE); pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 219, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 240, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 261, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 282, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 303, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 324, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0); pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0); pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0); pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0); pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, uNumSavegameFiles, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0); } //----- (0045E93E) -------------------------------------------------------- void GameUI_DrawSaveMenu() { unsigned int v0; // ebp@4 unsigned int v1; // eax@4 char *v3; // eax@7 FILE *v4; // eax@11 FILE *v5; // eax@11 LODWriteableFile v11; // [sp+1Ch] [bp-248h]@1 ++pIcons_LOD->uTexturePacksCount; if ( !pIcons_LOD->uNumPrevLoadedFiles ) pIcons_LOD->uNumPrevLoadedFiles = pIcons_LOD->uNumLoadedFiles; memset(pSavegameUsedSlots, 0, 0xB4u); memset(&pSavegameThumbnails, 0, 0x708u); uTextureID_loadsave = pIcons_LOD->LoadTexture("loadsave", TEXTURE_16BIT_PALETTE); uTextureID_load_up = pIcons_LOD->LoadTexture("load_up", TEXTURE_16BIT_PALETTE); uTextureID_save_up = pIcons_LOD->LoadTexture("save_up", TEXTURE_16BIT_PALETTE); uTextureID_LS_loadU = pIcons_LOD->LoadTexture("LS_loadU", TEXTURE_16BIT_PALETTE); uTextureID_LS_saveU = pIcons_LOD->LoadTexture("LS_saveU", TEXTURE_16BIT_PALETTE); uTextureID_x_u = pIcons_LOD->LoadTexture("x_u", TEXTURE_16BIT_PALETTE); pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_loadsave)); if ( pCurrentScreen == SCREEN_SAVEGAME ) { v0 = uTextureID_save_up; v1 = uTextureID_LS_saveU; } else { v0 = uTextureID_load_up; v1 = uTextureID_LS_loadU; } pRenderer->DrawTextureIndexed(0xF1u, 0x12Eu, pIcons_LOD->GetTexture(v1)); pRenderer->DrawTextureIndexed(0x15Fu, 0x12Eu, pIcons_LOD->GetTexture(uTextureID_x_u)); pRenderer->DrawTextureIndexed(0x12u, 0x8Du, pIcons_LOD->GetTexture(v0)); pGUIWindow_CurrentMenu->DrawText(pFontSmallnum, 25, 199, 0, pGlobalTXT_LocalizationStrings[505], 0, 0, 0); pRenderer->Present(); pSavegameList->Initialize(1u); v11.AllocSubIndicesAndIO(0x12Cu, 0); //v2 = pSavegameUsedSlots; // Dest = pSavegameHeader; // this_ = pSavegameThumbnails; // v8 = (char *)pSavegameList->pSavesNames; for (uint i = 0; i < 40; ++i) { v3 = pSavegameList->pFileList[i].pSaveFileName; if ( !*pSavegameList->pFileList[i].pSaveFileName ) v3 = "1.mm7"; sprintf(pTmpBuf, "saves\\%s", v3); if ( _access(pTmpBuf, 0) || _access(pTmpBuf, 6) ) { pSavegameUsedSlots[i] = 0; strcpy(pSavegameHeader[i].pName, pGlobalTXT_LocalizationStrings[LOCSTR_EMPTY]); } else { v11.LoadFile(pTmpBuf, 1); v4 = v11.FindContainer("header.bin", 1); fread(&pSavegameHeader[i], 100, 1u, v4); v5 = v11.FindContainer("image.pcx", 1); if ( v5 ) { pSavegameThumbnails[i].LoadFromFILE(v5, 0, 1u); v11.CloseWriteFile(); pSavegameUsedSlots[i] = 1; } else { pSavegameUsedSlots[i] = 0; } } } v11.FreeSubIndexAndIO(); uTextureID_x_d = pIcons_LOD->LoadTexture("x_d", TEXTURE_16BIT_PALETTE); uTextureID_LS_ = pIcons_LOD->LoadTexture("LS_saveD", TEXTURE_16BIT_PALETTE); uTextureID_AR_UP_DN = pIcons_LOD->LoadTexture("AR_UP_DN", TEXTURE_16BIT_PALETTE); uTextureID_AR_DN_DN = pIcons_LOD->LoadTexture("AR_DN_DN", TEXTURE_16BIT_PALETTE); pGUIWindow_CurrentMenu = GUIWindow::Create(0, 0, 640, 480, WINDOW_SaveLoadButtons, 0, 0); pGUIWindow_CurrentMenu->CreateButton(21, 198, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 0, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 218, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 1, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 238, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 2, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 258, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 3, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 278, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 4, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 298, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 5, 0, "", 0); pGUIWindow_CurrentMenu->CreateButton(21, 318, 191, 18, 1, 0, UIMSG_SelectLoadSlot, 6, 0, "", 0); pBtnLoadSlot = pGUIWindow_CurrentMenu->CreateButton(241, 302, 105, 40, 1, 0, UIMSG_SaveLoadBtn, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_LS_), 0); pBtnCancel = pGUIWindow_CurrentMenu->CreateButton(350, 302, 105, 40, 1, 0, UIMSG_Cancel, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_x_d), 0); pBtnArrowUp = pGUIWindow_CurrentMenu->CreateButton(215, 199, 17, 17, 1, 0, UIMSG_ArrowUp, 0, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_UP_DN), 0); pBtnDownArrow = pGUIWindow_CurrentMenu->CreateButton(215, 323, 17, 17, 1, 0, UIMSG_DownArrow, 34, 0, "", pIcons_LOD->GetTexture(uTextureID_AR_DN_DN), 0); }