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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: W3DPushButton.cpp ////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: W3DPushButton.cpp
- //
- // Created: Colin Day, June 2001
- //
- // Desc: W3D implementation for the push button control element
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- #include <stdlib.h>
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "GameClient/Gadget.h"
- #include "GameClient/GameWindowGlobal.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/GadgetPushButton.h"
- #include "GameClient/Display.h"
- #include "W3DDevice/GameClient/W3DGameWindow.h"
- #include "W3DDevice/GameClient/W3DDisplay.h"
- #include "W3DDevice/GameClient/W3DGadget.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- // DEFINES ////////////////////////////////////////////////////////////////////
- // PRIVATE TYPES //////////////////////////////////////////////////////////////
- // PRIVATE DATA ///////////////////////////////////////////////////////////////
- // PUBLIC DATA ////////////////////////////////////////////////////////////////
- // PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
- void W3DGadgetPushButtonImageDrawThree(GameWindow *window, WinInstanceData *instData );
- void W3DGadgetPushButtonImageDrawOne(GameWindow *window, WinInstanceData *instData );
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- // drawButtonText =============================================================
- /** Draw button text to the screen */
- //=============================================================================
- static void drawButtonText( GameWindow *window, WinInstanceData *instData )
- {
- ICoord2D origin, size, textPos;
- Int width, height;
- Color textColor, dropColor;
- DisplayString *text = instData->getTextDisplayString();
- // sanity
- if( text == NULL || text->getTextLength() == 0 )
- return;
- // get window position and size
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
- // set whether or not we center the wrapped text
- text->setWordWrapCentered( BitTest( instData->getStatus(), WIN_STATUS_WRAP_CENTERED ));
- text->setWordWrap(size.x);
- // get the right text color
- if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- {
- textColor = window->winGetDisabledTextColor();
- dropColor = window->winGetDisabledTextBorderColor();
- } // end if, disabled
- else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
- {
- textColor = window->winGetHiliteTextColor();
- dropColor = window->winGetHiliteTextBorderColor();
- } // end else if, hilited
- else
- {
- textColor = window->winGetEnabledTextColor();
- dropColor = window->winGetEnabledTextBorderColor();
- } // end enabled only
- // set our font to that of our parent if not the same
- if( text->getFont() != window->winGetFont() )
- text->setFont( window->winGetFont() );
- // get text size
- text->getSize( &width, &height );
- // where to draw
- textPos.x = origin.x + (size.x / 2) - (width / 2);
- textPos.y = origin.y + (size.y / 2) - (height / 2);
- // draw it
- text->draw( textPos.x, textPos.y, textColor, dropColor );
- } // end drawButtonText
- ///////////////////////////////////////////////////////////////////////////////
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // W3DGadgetPushButtonDraw ====================================================
- /** Draw colored pushbutton using standard graphics */
- //=============================================================================
- void W3DGadgetPushButtonDraw( GameWindow *window, WinInstanceData *instData )
- {
- Color color, border;
- ICoord2D origin, size, start, end;
- // get window position and size
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
- //
- // get pointer to image we want to draw depending on our state,
- // see GadgetPushButton.h for info
- //
- if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- color = GadgetButtonGetDisabledSelectedColor( window );
- border = GadgetButtonGetDisabledSelectedBorderColor( window );
- }
- else
- {
- color = GadgetButtonGetDisabledColor( window );
- border = GadgetButtonGetDisabledBorderColor( window );
- }
- } // end if, disabled
- else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- color = GadgetButtonGetHiliteSelectedColor( window );
- border = GadgetButtonGetHiliteSelectedBorderColor( window );
- }
- else
- {
- color = GadgetButtonGetHiliteColor( window );
- border = GadgetButtonGetHiliteBorderColor( window );
- }
- } // end else if, hilited and enabled
- else
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- color = GadgetButtonGetEnabledSelectedColor( window );
- border = GadgetButtonGetEnabledSelectedBorderColor( window );
- }
- else
- {
- color = GadgetButtonGetEnabledColor( window );
- border = GadgetButtonGetEnabledBorderColor( window );
- }
- } // end else, enabled only
- // compute draw position
- start.x = origin.x;
- start.y = origin.y;
- end.x = start.x + size.x;
- end.y = start.y + size.y;
- // box and border
- if( border != WIN_COLOR_UNDEFINED )
- {
- TheWindowManager->winOpenRect( border, WIN_DRAW_LINE_WIDTH,
- start.x, start.y, end.x, end.y );
- } // end if
- if( color != WIN_COLOR_UNDEFINED )
- {
- // draw inside border
- start.x++;
- start.y++;
- end.x--;
- end.y--;
- TheWindowManager->winFillRect( color, WIN_DRAW_LINE_WIDTH,
- start.x, start.y, end.x, end.y );
- } // end if
- // draw the button text
- if( instData->getTextLength() )
- drawButtonText( window, instData );
- // if we have a video buffer, draw the video buffer
- if ( instData->m_videoBuffer )
- {
- TheDisplay->drawVideoBuffer( instData->m_videoBuffer, origin.x, origin.y, origin.x + size.x, origin.y + size.y );
- }
-
- PushButtonData *pData = (PushButtonData *)window->winGetUserData();
- if( pData )
- {
- if( pData->overlayImage )
- {
- //Render the overlay image now.
- TheDisplay->drawImage( pData->overlayImage, origin.x, origin.y, origin.x + size.x, origin.y + size.y );
- }
- if( pData->drawClock )
- {
- if( pData->drawClock == NORMAL_CLOCK )
- {
- TheDisplay->drawRectClock(origin.x, origin.y, size.x, size.y, pData->percentClock,pData->colorClock);
- }
- else if( pData->drawClock == INVERSE_CLOCK )
- {
- TheDisplay->drawRemainingRectClock( origin.x, origin.y, size.x, size.y, pData->percentClock,pData->colorClock );
- }
- pData->drawClock = NO_CLOCK;
- window->winSetUserData(pData);
- }
-
- if( pData->drawBorder && pData->colorBorder != GAME_COLOR_UNDEFINED )
- {
- TheDisplay->drawOpenRect(origin.x -1, origin.y - 1, size.x + 2, size.y + 2,1 , pData->colorBorder);
- }
- }
- } // end W3DGadgetPushButtonDraw
- // W3DGadgetPushButtonImageDraw ===============================================
- /** Draw pushbutton with user supplied images */
- //=============================================================================
- void W3DGadgetPushButtonImageDraw( GameWindow *window,
- WinInstanceData *instData )
- {
- // if we return NULL then we'll call the one picture drawing code, if we return a value
- // then we'll call the 3 picture drawing code
- if( GadgetButtonGetMiddleEnabledImage( window ) )
- {
- if( BitTest( instData->getState(), WIN_STATUS_USE_OVERLAY_STATES ) )
- {
- ICoord2D size, start;
- // get window position
- window->winGetScreenPosition( &start.x, &start.y );
- window->winGetSize( &size.x, &size.y );
- // offset position by image offset
- start.x += instData->m_imageOffset.x;
- start.y += instData->m_imageOffset.y;
- DEBUG_CRASH( ("Button at %d,%d is attempting to render with W3DGadgetPushButtonImageDrawThree(), but is using overlay states! Forcing the code to use W3DGadgetPushButtonImageDrawOne() instead.", start.x, start.y ) );
- W3DGadgetPushButtonImageDrawOne( window, instData );
- }
- else
- {
- W3DGadgetPushButtonImageDrawThree( window, instData );
- }
- }
- else
- {
- W3DGadgetPushButtonImageDrawOne( window, instData );
- }
- }
- void W3DGadgetPushButtonImageDrawOne( GameWindow *window,
- WinInstanceData *instData )
- {
- const Image *image = NULL;
- ICoord2D size, start, end;
- //
- // get pointer to image we want to draw depending on our state,
- // see GadgetPushButton.h for info
- //
- image = GadgetButtonGetEnabledImage( window );
- if( !BitTest( window->winGetStatus(), WIN_STATUS_USE_OVERLAY_STATES ) )
- {
- //Certain buttons have the option to specify specific images for
- //altered states. If they do, then we won't render the auto-overlay versions.
- if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- image = GadgetButtonGetDisabledSelectedImage( window );
- else
- image = GadgetButtonGetDisabledImage( window );
- } // end if, disabled
- else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- image = GadgetButtonGetHiliteSelectedImage( window );
- else
- image = GadgetButtonGetHiliteImage( window );
- } // end else if, hilited and enabled
- else
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- image = GadgetButtonGetHiliteSelectedImage( window );
- } // end else, enabled only
- }
- // draw the image
- if( image )
- {
- // get window position
- window->winGetScreenPosition( &start.x, &start.y );
- window->winGetSize( &size.x, &size.y );
- // offset position by image offset
- start.x += instData->m_imageOffset.x;
- start.y += instData->m_imageOffset.y;
- // find end point
- end.x = start.x + size.x;
- end.y = start.y + size.y;
- Display::DrawImageMode drawMode=Display::DRAW_IMAGE_ALPHA;
- Int colorMultiplier = 0xffffffff;
- if(BitTest( window->winGetStatus(), WIN_STATUS_USE_OVERLAY_STATES ) )
- {
- //we're using a new drawing system which does "grayscale" disabled buttons using original color artwork.
- if( !BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) )
- {
- if( !BitTest( window->winGetStatus(), WIN_STATUS_NOT_READY ) )
- {
- //The button is disabled -- but if the button isn't "ready", we don't want to do this because
- //we want to show the button in color with just the clock overlay.
- if( !BitTest( window->winGetStatus(), WIN_STATUS_ALWAYS_COLOR ) )
- {
- drawMode=Display::DRAW_IMAGE_GRAYSCALE;
- }
- else
- {
- colorMultiplier = 0xff909090; //RGB values are 144/255 (90) -- Alpha is opaque (ff) --> ff909090;
- }
- }
- }
- }
- TheDisplay->drawImage( image, start.x, start.y, end.x, end.y, colorMultiplier, drawMode );
- } // end if
- // draw the button text
- if( instData->getTextLength() )
- drawButtonText( window, instData );
- // get window position
- window->winGetScreenPosition( &start.x, &start.y );
- window->winGetSize( &size.x, &size.y );
- // if we have a video buffer, draw the video buffer
- if ( instData->m_videoBuffer )
- {
- TheDisplay->drawVideoBuffer( instData->m_videoBuffer, start.x, start.y, start.x + size.x, start.y + size.y );
- }
- PushButtonData *pData = (PushButtonData *)window->winGetUserData();
- if( pData )
- {
- if( pData->overlayImage )
- {
- //Render the overlay image now.
- TheDisplay->drawImage( pData->overlayImage, start.x, start.y, start.x + size.x, start.y + size.y );
- }
-
- if( pData->drawClock )
- {
- if( pData->drawClock == NORMAL_CLOCK )
- {
- TheDisplay->drawRectClock(start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock);
- }
- else if( pData->drawClock == INVERSE_CLOCK )
- {
- TheDisplay->drawRemainingRectClock( start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock );
- }
- pData->drawClock = NO_CLOCK;
- window->winSetUserData(pData);
- }
-
- if( pData->drawBorder && pData->colorBorder != GAME_COLOR_UNDEFINED )
- {
-
- TheDisplay->drawOpenRect(start.x - 1, start.y - 1, size.x + 2, size.y + 2, 1, pData->colorBorder);
- }
- }
- //Now render overlays that pertain to the correct state.
- if( BitTest( window->winGetStatus(), WIN_STATUS_FLASHING ) )
- {
- //Handle cameo flashing (let the flashing stack with overlay states)
- static const Image *hilitedOverlayIcon = TheMappedImageCollection->findImageByName( "Cameo_push" );
- TheDisplay->drawImage( hilitedOverlayIcon, start.x, start.y, start.x + size.x, start.y + size.y );
- }
-
- if( BitTest( window->winGetStatus(), WIN_STATUS_USE_OVERLAY_STATES ) )
- {
- image = NULL;
- static const Image *pushedOverlayIcon = TheMappedImageCollection->findImageByName( "Cameo_push" );
- static const Image *hilitedOverlayIcon = TheMappedImageCollection->findImageByName( "Cameo_hilited" );
- if( pushedOverlayIcon && hilitedOverlayIcon )
- {
- if(BitTest(window->winGetStatus(), WIN_STATUS_ENABLED))
- {
- if (BitTest( instData->getState(), WIN_STATE_HILITED ))
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- //The button is hilited and pushed
- TheDisplay->drawImage( pushedOverlayIcon, start.x, start.y, start.x + size.x, start.y + size.y );
- }
- else
- {
- //The button is hilited
- TheDisplay->drawImage( hilitedOverlayIcon, start.x, start.y, start.x + size.x, start.y + size.y );
- }
- }
- else if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- //The button appears to be pushed -- CHECK_LIKE buttons that are on.
- TheDisplay->drawImage( pushedOverlayIcon, start.x, start.y, start.x + size.x, start.y + size.y );
- }
- }
- }
- }
- } // end W3DGadgetPushButtonImageDraw
- void W3DGadgetPushButtonImageDrawThree(GameWindow *window, WinInstanceData *instData )
- {
- const Image *leftImage, *rightImage, *centerImage;
- ICoord2D origin, size, start, end;
- Int xOffset, yOffset;
- Int i;
- // get screen position and size
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
- // get image offset
- xOffset = instData->m_imageOffset.x;
- yOffset = instData->m_imageOffset.y;
- //
- // get pointer to image we want to draw depending on our state,
- // see GadgetPushButton.h for info
- //
- if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- leftImage = GadgetButtonGetLeftDisabledSelectedImage( window );
- rightImage = GadgetButtonGetRightDisabledSelectedImage( window );
- centerImage = GadgetButtonGetMiddleDisabledSelectedImage( window );
- }
- else
- {
- leftImage = GadgetButtonGetLeftDisabledImage( window );
- rightImage = GadgetButtonGetRightDisabledImage( window );
- centerImage = GadgetButtonGetMiddleDisabledImage( window );
- }
- } // end if, disabled
- else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- leftImage = GadgetButtonGetLeftHiliteSelectedImage( window );
- rightImage = GadgetButtonGetRightHiliteSelectedImage( window );
- centerImage = GadgetButtonGetMiddleHiliteSelectedImage( window );
- }
- else
- {
- leftImage = GadgetButtonGetLeftHiliteImage( window );
- rightImage = GadgetButtonGetRightHiliteImage( window );
- centerImage = GadgetButtonGetMiddleHiliteImage( window );
- }
- } // end else if, hilited and enabled
- else
- {
- if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
- {
- leftImage = GadgetButtonGetLeftEnabledSelectedImage( window );
- rightImage = GadgetButtonGetRightEnabledSelectedImage( window );
- centerImage = GadgetButtonGetMiddleEnabledSelectedImage( window );
- }
- else
- {
- leftImage = GadgetButtonGetLeftEnabledImage( window );
- rightImage = GadgetButtonGetRightEnabledImage( window );
- centerImage = GadgetButtonGetMiddleEnabledImage( window );
- }
- } // end else, enabled only
- // sanity, we need to have these images to make it look right
- if( leftImage == NULL || rightImage == NULL ||
- centerImage == NULL )
- return;
- // get image sizes for the ends
- ICoord2D leftSize, rightSize;
- leftSize.x = leftImage->getImageWidth();
- leftSize.y = leftImage->getImageHeight();
- rightSize.x = rightImage->getImageWidth();
- rightSize.y = rightImage->getImageHeight();
- // get two key points used in the end drawing
- ICoord2D leftEnd, rightStart;
- leftEnd.x = origin.x + leftSize.x + xOffset;
- leftEnd.y = origin.y + size.y + yOffset;
- rightStart.x = origin.x + size.x - rightSize.x + xOffset;
- rightStart.y = origin.y + yOffset;
- // draw the center repeating bar
- Int centerWidth, pieces;
- // get width we have to draw our repeating center in
- centerWidth = rightStart.x - leftEnd.x;
-
- if( centerWidth <= 0)
- {
- // draw left end
- start.x = origin.x + xOffset;
- start.y = origin.y + yOffset;
- end.y = leftEnd.y;
- end.x = origin.x + xOffset + size.x/2;
- TheWindowManager->winDrawImage(leftImage, start.x, start.y, end.x, end.y);
- // draw right end
- start.y = rightStart.y;
- start.x = end.x;
- end.x = origin.x + size.x;
- end.y = start.y + size.y;
- TheWindowManager->winDrawImage(rightImage, start.x, start.y, end.x, end.y);
- }
- else
- {
-
- // how many whole repeating pieces will fit in that width
- pieces = centerWidth / centerImage->getImageWidth();
- // draw the pieces
- start.x = leftEnd.x;
- start.y = origin.y + yOffset;
- end.y = start.y + size.y + yOffset; //centerImage->getImageHeight() + yOffset;
- for( i = 0; i < pieces; i++ )
- {
- end.x = start.x + centerImage->getImageWidth();
- TheWindowManager->winDrawImage( centerImage,
- start.x, start.y,
- end.x, end.y );
- start.x += centerImage->getImageWidth();
- } // end for i
- // we will draw the image but clip the parts we don't want to show
- IRegion2D reg;
- reg.lo.x = start.x;
- reg.lo.y = start.y;
- reg.hi.x = rightStart.x;
- reg.hi.y = end.y;
- centerWidth = rightStart.x - start.x;
- if( centerWidth > 0)
- {
- TheDisplay->setClipRegion(®);
- end.x = start.x + centerImage->getImageWidth();
- TheWindowManager->winDrawImage( centerImage,
- start.x, start.y,
- end.x, end.y );
- TheDisplay->enableClipping(FALSE);
- }
- // draw left end
- start.x = origin.x + xOffset;
- start.y = origin.y + yOffset;
- end = leftEnd;
- TheWindowManager->winDrawImage(leftImage, start.x, start.y, end.x, end.y);
- // draw right end
- start = rightStart;
- end.x = start.x + rightSize.x;
- end.y = start.y + size.y;
- TheWindowManager->winDrawImage(rightImage, start.x, start.y, end.x, end.y);
- }
-
- // draw the button text
- if( instData->getTextLength() )
- drawButtonText( window, instData );
- // get window position
- window->winGetScreenPosition( &start.x, &start.y );
- window->winGetSize( &size.x, &size.y );
- // if we have a video buffer, draw the video buffer
- if ( instData->m_videoBuffer )
- {
- TheDisplay->drawVideoBuffer( instData->m_videoBuffer, start.x, start.y, start.x + size.x, start.y + size.y );
- }
- PushButtonData *pData = (PushButtonData *)window->winGetUserData();
- if( pData )
- {
- if( pData->overlayImage )
- {
- //Render the overlay image now.
- TheDisplay->drawImage( pData->overlayImage, origin.x, origin.y, origin.x + size.x, origin.y + size.y );
- }
- if( pData->drawClock )
- {
- if( pData->drawClock == NORMAL_CLOCK )
- {
- TheDisplay->drawRectClock(start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock);
- }
- else if( pData->drawClock == INVERSE_CLOCK )
- {
- TheDisplay->drawRemainingRectClock( start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock );
- }
- pData->drawClock = NO_CLOCK;
- window->winSetUserData(pData);
- }
-
- if( pData->drawBorder && pData->colorBorder != GAME_COLOR_UNDEFINED )
- {
- TheDisplay->drawOpenRect(start.x - 1, start.y - 1, size.x + 2, size.y + 2, 1, pData->colorBorder);
- }
- }
- }
|