mirror of
https://github.com/hrydgard/ppsspp.git
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bfe5aea1d1
This makes it much easier to check/uncheck the right items in a compact list.
612 lines
15 KiB
C++
612 lines
15 KiB
C++
// See header for documentation.
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#include <string>
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#include <vector>
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#include <cmath>
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#include <cstring>
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#include "base/colorutil.h"
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#include "ui/ui.h"
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#include "ui/ui_context.h"
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#include "gfx/texture.h"
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#include "gfx/texture_atlas.h"
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#include "gfx_es2/draw_buffer.h"
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// TODO: UI should probably not own these.
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DrawBuffer ui_draw2d;
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DrawBuffer ui_draw2d_front;
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// This one, though, is OK.
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UIState uistate;
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UIState savedUistate;
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// Theme.
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static const Atlas *themeAtlas;
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static UITheme theme;
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void UIInit(const Atlas *atlas, const UITheme &ui_theme) {
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ui_draw2d.SetAtlas(atlas);
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ui_draw2d_front.SetAtlas(atlas);
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themeAtlas = atlas;
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theme = ui_theme;
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memset(&uistate, 0, sizeof(uistate));
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}
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void UIDisableBegin()
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{
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savedUistate = uistate;
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memset(&uistate, 0, sizeof(uistate));
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}
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void UIDisableEnd()
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{
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uistate = savedUistate;
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}
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void UIUpdateMouse(int i, float x, float y, bool down) {
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if (down && !uistate.mousedown[i]) {
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uistate.mousepressed[i] = 1;
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uistate.mouseStartX[i] = x;
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uistate.mouseStartY[i] = y;
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} else {
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uistate.mousepressed[i] = 0;
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}
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uistate.mousex[i] = x;
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uistate.mousey[i] = y;
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uistate.mousedown[i] = down;
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if (uistate.mousedown[i])
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uistate.mouseframesdown[i]++;
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else
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uistate.mouseframesdown[i] = 0;
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}
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void UIReset() {
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memset(&uistate, 0, sizeof(uistate));
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}
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bool UIRegionHit(int i, int x, int y, int w, int h, int margin) {
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// Input handling
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if (uistate.mousex[i] < x - margin ||
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uistate.mousey[i] < y - margin ||
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uistate.mousex[i] >= x + w + margin ||
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uistate.mousey[i] >= y + h + margin) {
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return false;
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} else {
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return true;
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}
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}
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void UIBegin(const GLSLProgram *shader) {
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for (int i = 0; i < MAX_POINTERS; i++)
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uistate.hotitem[i] = 0;
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ui_draw2d.Begin(shader);
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ui_draw2d_front.Begin(shader);
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}
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void UIFlush() {
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ui_draw2d.Flush();
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ui_draw2d_front.Flush();
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}
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void UIEnd() {
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for (int i = 0; i < MAX_POINTERS; i++) {
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if (uistate.mousedown[i] == 0) {
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uistate.activeitem[i] = 0;
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} else {
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if (uistate.activeitem[i] == 0) {
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uistate.activeitem[i] = -1;
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}
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}
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}
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ui_draw2d.End();
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ui_draw2d_front.End();
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if (uistate.ui_tick > 0)
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uistate.ui_tick--;
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ui_draw2d.Flush();
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ui_draw2d_front.Flush();
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}
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void UIText(int x, int y, const char *text, uint32_t color, float scale, int align) {
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UIText(theme.uiFont, x, y, text, color, scale, align);
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}
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void UIText(int font, int x, int y, const char *text, uint32_t color, float scale, int align) {
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ui_draw2d.SetFontScale(scale, scale);
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ui_draw2d.DrawTextShadow(font, text, x, y, color, align);
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ui_draw2d.SetFontScale(1.0f, 1.0f);
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}
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void UIText(int font, const LayoutManager &layout, const char *text, uint32_t color, float scale, int align)
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{
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ui_draw2d.SetFontScale(scale, scale);
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float w, h;
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ui_draw2d.MeasureText(font, text, &w, &h);
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float x, y;
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layout.GetPos(&w, &h, &x, &y);
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UIText(font, x, y, text, color, scale, 0);
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ui_draw2d.SetFontScale(1.0f, 1.0f);
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}
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int UIButton(int id, const LayoutManager &layout, float w, float h, const char *text, int button_align) {
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if (h == 0.0f)
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h = themeAtlas->images[theme.buttonImage].h;
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float x, y;
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layout.GetPos(&w, &h, &x, &y);
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if (button_align & ALIGN_HCENTER) x -= w / 2;
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if (button_align & ALIGN_VCENTER) y -= h / 2;
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if (button_align & ALIGN_RIGHT) x -= w;
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if (button_align & ALIGN_BOTTOM) y -= h;
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int txOffset = 0;
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int clicked = 0;
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for (int i = 0; i < MAX_POINTERS; i++) {
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// Check whether the button should be hot, use a generous margin for touch ease
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if (UIRegionHit(i, x, y, w, h, 8)) {
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uistate.hotitem[i] = id;
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if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) {
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uistate.activeitem[i] = id;
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}
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}
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if (uistate.hotitem[i] == id) {
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if (uistate.activeitem[i] == id) {
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// Button is both 'hot' and 'active'
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txOffset = 2;
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} else {
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// Button is merely 'hot'
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}
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} else {
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// button is not hot, but it may be active
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}
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// If button is hot and active, but mouse button is not
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// down, the user must have clicked the button.
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if (uistate.mousedown[i] == 0 &&
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uistate.hotitem[i] == id &&
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uistate.activeitem[i] == id) {
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clicked = 1;
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}
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}
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// Render button
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if (h == themeAtlas->images[theme.buttonImage].h)
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ui_draw2d.DrawImage2GridH((txOffset && theme.buttonSelected) ? theme.buttonSelected : theme.buttonImage, x, y, x + w);
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else
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ui_draw2d.DrawImage4Grid((txOffset && theme.buttonSelected) ? theme.buttonSelected : theme.buttonImage, x, y, x + w, y + h);
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ui_draw2d.DrawTextShadow(theme.uiFont, text, x + w/2, y + h/2 + txOffset, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER);
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uistate.lastwidget = id;
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return clicked;
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}
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int UIImageButton(int id, const LayoutManager &layout, float w, int image, int button_align) {
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float h = 64;
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float x, y;
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layout.GetPos(&w, &h, &x, &y);
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if (button_align & ALIGN_HCENTER) x -= w / 2;
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if (button_align & ALIGN_VCENTER) y -= h / 2;
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if (button_align & ALIGN_RIGHT) x -= w;
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if (button_align & ALIGN_BOTTOMRIGHT) y -= h;
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int txOffset = 0;
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int clicked = 0;
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for (int i = 0; i < MAX_POINTERS; i++) {
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// Check whether the button should be hot, use a generous margin for touch ease
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if (UIRegionHit(i, x, y, w, h, 8)) {
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uistate.hotitem[i] = id;
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if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
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uistate.activeitem[i] = id;
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}
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if (uistate.hotitem[i] == id) {
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if (uistate.activeitem[i] == id) {
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// Button is both 'hot' and 'active'
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txOffset = 2;
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} else {
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// Button is merely 'hot'
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}
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} else {
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// button is not hot, but it may be active
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}
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// If button is hot and active, but mouse button is not
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// down, the user must have clicked the button.
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if (uistate.mousedown[i] == 0 &&
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uistate.hotitem[i] == id &&
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uistate.activeitem[i] == id) {
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clicked = 1;
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}
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}
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// Render button
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ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
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ui_draw2d.DrawImage(image, x + w/2, y + h/2 + txOffset, 1.0f, 0xFFFFFFFF, ALIGN_HCENTER | ALIGN_VCENTER);
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uistate.lastwidget = id;
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return clicked;
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}
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int UITextureButton(UIContext *ctx, int id, const LayoutManager &layout, float w, float h, Texture *texture, int button_align, uint32_t color, int drop_shadow) // uses current UI atlas for fetching images.
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{
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float x, y;
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layout.GetPos(&w, &h, &x, &y);
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if (button_align & ALIGN_HCENTER) x -= w / 2;
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if (button_align & ALIGN_VCENTER) y -= h / 2;
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if (button_align & ALIGN_RIGHT) x -= w;
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if (button_align & ALIGN_BOTTOMRIGHT) y -= h;
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int txOffset = 0;
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int clicked = 0;
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for (int i = 0; i < MAX_POINTERS; i++) {
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// Check whether the button should be hot, use a generous margin for touch ease
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if (UIRegionHit(i, x, y, w, h, 8)) {
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uistate.hotitem[i] = id;
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if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
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uistate.activeitem[i] = id;
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}
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if (uistate.hotitem[i] == id) {
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if (uistate.activeitem[i] == id) {
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// Button is both 'hot' and 'active'
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txOffset = 2;
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} else {
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// Button is merely 'hot'
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}
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} else {
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// button is not hot, but it may be active
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}
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// If button is hot and active, but mouse button is not
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// down, the user must have clicked the button.
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if (uistate.mousedown[i] == 0 &&
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uistate.hotitem[i] == id &&
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uistate.activeitem[i] == id) {
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clicked = 1;
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}
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}
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if (texture) {
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float tw = texture->Width();
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float th = texture->Height();
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// Adjust position so we don't stretch the image vertically or horizontally.
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// TODO: Add a param to specify fit? The below assumes it's never too wide.
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float nw = h * tw / th;
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x += (w - nw) / 2.0f;
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w = nw;
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}
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// Render button
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int dropsize = 10;
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if (drop_shadow && texture)
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{
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if (txOffset) {
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dropsize = 3;
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y += txOffset * 2;
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}
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ui_draw2d.DrawImage4Grid(drop_shadow, x - dropsize, y, x+w + dropsize, y+h+dropsize*1.5,
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alphaMul(color,0.5f), 1.0f);
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ui_draw2d.Flush(true);
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}
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if (texture) {
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texture->Bind(0);
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} else {
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ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w, color);
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ui_draw2d.Flush();
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Texture::Unbind();
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}
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ui_draw2d.DrawTexRect(x, y, x+w, y+h, 0, 0, 1, 1, color);
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ui_draw2d.Flush();
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ctx->RebindTexture();
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uistate.lastwidget = id;
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return clicked;
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}
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int UICheckBox(int id, int x, int y, const char *text, int align, bool *value) {
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#ifdef _WIN32
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const int h = 32;
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#else
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const int h = 48;
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#endif
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float tw, th;
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ui_draw2d.MeasureText(theme.uiFont, text, &tw, &th);
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int w = themeAtlas->images[theme.checkOn].w + UI_SPACE + tw;
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if (align & ALIGN_HCENTER) x -= w / 2;
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if (align & ALIGN_VCENTER) y -= h / 2;
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if (align & ALIGN_RIGHT) x -= w;
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if (align & ALIGN_BOTTOMRIGHT) y -= h;
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int txOffset = 0;
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int clicked = 0;
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for (int i = 0; i < MAX_POINTERS; i++) {
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// Check whether the button should be hot
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if (UIRegionHit(i, x, y, w, h, 8)) {
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uistate.hotitem[i] = id;
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if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
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uistate.activeitem[i] = id;
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}
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// Render button
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if (uistate.hotitem[i] == id) {
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if (uistate.activeitem[i] == id) {
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// Button is both 'hot' and 'active'
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txOffset = 2;
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} else {
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// Button is merely 'hot'
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}
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} else {
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// button is not hot, but it may be active
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}
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// If button is hot and active, but mouse button is not
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// down, the user must have clicked the button.
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if (uistate.mousedown[i] == 0 &&
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uistate.hotitem[i] == id &&
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uistate.activeitem[i] == id) {
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*value = !(*value);
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clicked = 1;
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}
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}
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ui_draw2d.DrawImage((*value) ? theme.checkOn : theme.checkOff, x, y+h/2, 1.0f, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
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ui_draw2d.DrawTextShadow(theme.uiFont, text, x + themeAtlas->images[theme.checkOn].w + UI_SPACE, y + txOffset + h/2, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
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uistate.lastwidget = id;
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return clicked;
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}
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void StringVectorListAdapter::drawItem(int item, int x, int y, int w, int h, bool selected) const
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{
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ui_draw2d.DrawImage2GridH(theme.buttonImage, x, y, x + w);
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ui_draw2d.DrawTextShadow(theme.uiFont, (*items_)[item].c_str(), x + UI_SPACE , y, 0xFFFFFFFF, ALIGN_LEFT | ALIGN_VCENTER);
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}
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UIList::UIList()
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: scrollY(0.0f), startDragY(0.0f), dragFinger(-1), selected(-1) {
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movedDistanceX = 0.0f;
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movedDistanceY = 0.0f;
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scrolling = false;
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inertiaY = 0.0f;
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}
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void UIList::pointerDown(int pointer, float x, float y) {
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// Instantly halt on pointerDown if inertia-scrolling
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scrolling = false;
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inertiaY = 0.0f;
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startScrollY = scrollY;
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startDragY = y;
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movedDistanceX = 0.0f;
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movedDistanceY = 0.0f;
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}
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const int holdFramesClick = 3;
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const int holdFramesScroll = 10;
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void UIList::pointerMove(int pointer, float x, float y, bool inside) {
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float deltaX = x - lastX;
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float deltaY = y - lastY;
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movedDistanceY += fabsf(deltaY);
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movedDistanceX += fabsf(deltaX);
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if (inertiaY <= 0.0f && deltaY > 0.0f) {
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inertiaY = -deltaY;
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} else if (inertiaY >= 0.0f && deltaY < 0.0f) {
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inertiaY = -deltaY;
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} else {
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inertiaY = 0.8 * inertiaY + 0.2 * -deltaY;
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}
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const int deadzone = 30 * holdFramesScroll;
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if (inside && movedDistanceY * uistate.mouseframesdown[0] > deadzone && !scrolling) {
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scrolling = true;
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}
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}
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void UIList::pointerUp(int pointer, float x, float y, bool inside) {
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// printf("PointerUp %f %f\n", x, y);
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}
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int UIList::Do(int id, int x, int y, int w, int h, UIListAdapter *adapter) {
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int clicked = 0;
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// Pointer and focus handling
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// UIList only cares about the first pointer for simplicity.
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// Probably not much need to scroll one of these while dragging something
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// else.
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// TODO: Abstract this stuff out into EmulatePointerEvents
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for (int i = 0; i < 1; i++) {
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// Check for hover
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bool isInside = false;
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if (UIRegionHit(i, x, y, w, h, 0)) {
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isInside = true;
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uistate.hotitem[i] = id;
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if (uistate.activeitem[i] == 0 && uistate.mousedown[i]) {
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// Mousedown
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uistate.activeitem[i] = id;
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pointerDown(i, uistate.mousex[i], uistate.mousey[i]);
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}
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}
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if (uistate.activeitem[i] == id) {
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// NOTE: won't work with multiple pointers
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if (uistate.mousex[i] != lastX || uistate.mousey[i] != lastY) {
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pointerMove(i, uistate.mousex[i], uistate.mousey[i], isInside);
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}
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}
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// If button is hot and active, but mouse button is not
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// down, the user must have clicked a list item (unless after the last item).
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if (uistate.mousedown[i] == 0 &&
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uistate.activeitem[i] == id &&
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selected != -1) {
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if (uistate.hotitem[i] == id) {
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clicked = 1;
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}
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pointerUp(i, uistate.mousex[i], uistate.mousey[i], isInside);
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}
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}
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int itemHeight = adapter->itemHeight(0);
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int numItems = (int)adapter->getCount();
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// Cap total inertia
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if (inertiaY > 20) inertiaY = 20;
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if (inertiaY < -20) inertiaY = -20;
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float mouseY = uistate.mousey[0];
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if (!uistate.mousedown[0]) {
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// Let it slide if the pointer is not down
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scrollY += inertiaY;
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} else if (scrolling /* && mouseY > y && mouseY < y + h*/ ) {
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// Pointer is down so stick to it
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scrollY = startScrollY - (uistate.mousey[0] - startDragY);
|
|
}
|
|
|
|
// Inertia gradually trails off
|
|
inertiaY *= 0.92f;
|
|
if (scrolling && fabsf(inertiaY) < 0.001f)
|
|
scrolling = false;
|
|
|
|
// Cap top and bottom softly.
|
|
float maxScrollY = numItems * itemHeight - h;
|
|
if (maxScrollY < 0.0f) maxScrollY = 0.0f;
|
|
if (scrollY > maxScrollY) {
|
|
scrollY -= 0.4f * (scrollY - maxScrollY);
|
|
} else if (scrollY < 0.0f) {
|
|
scrollY += 0.4f * -scrollY;
|
|
}
|
|
|
|
lastX = uistate.mousex[0];
|
|
lastY = uistate.mousey[0];
|
|
uistate.lastwidget = id;
|
|
|
|
// Drawing and item hittesting
|
|
|
|
// render items
|
|
for (int i = 0; i < numItems; i++) {
|
|
int item_y = y + i * itemHeight - scrollY;
|
|
|
|
if (item_y >= y - itemHeight && item_y <= y + h) {
|
|
for (int k = 0; k < 1; k++) { // MAX_POINTERS if we add back multitouch
|
|
if (uistate.mousedown[k] &&
|
|
uistate.mouseframesdown[k] >= holdFramesClick &&
|
|
adapter->itemEnabled(i) &&
|
|
!scrolling &&
|
|
selected == -1 &&
|
|
UIRegionHit(k, x, item_y, w, itemHeight, 0)) {
|
|
selected = i;
|
|
} else if (scrolling) {
|
|
selected = -1;
|
|
}
|
|
}
|
|
adapter->drawItem(i, x, item_y, w, itemHeight, i == selected);
|
|
}
|
|
}
|
|
|
|
// Prevent scroll-clicks from registering
|
|
if (selected == -1) clicked = 0;
|
|
// Otherwise, no clicky.
|
|
return clicked;
|
|
}
|
|
|
|
/*
|
|
struct SlideItem {
|
|
const char *text;
|
|
int image;
|
|
uint32_t bgColor;
|
|
};
|
|
|
|
struct SlideState
|
|
{
|
|
float scroll;
|
|
|
|
};
|
|
|
|
void UISlideChoice(int id, int y, const SlideItem *items, int numItems, SlideState *state)
|
|
|
|
}*/
|
|
|
|
// TODO
|
|
int UIHSlider(int id, int x, int y, int w, int max, int *value) {
|
|
// Calculate mouse cursor's relative y offset
|
|
int xpos = ((256 - 16) * *value) / max;
|
|
|
|
for (int i = 0; i < MAX_POINTERS; i++) {
|
|
// Check for hotness
|
|
if (UIRegionHit(i, x+8, y+8, 16, 255, 0)) {
|
|
uistate.hotitem[i] = id;
|
|
if (uistate.activeitem[i] == 0 && uistate.mousedown[i])
|
|
uistate.activeitem[i] = id;
|
|
}
|
|
|
|
// Update widget value
|
|
if (uistate.activeitem[i] == id) {
|
|
int mousepos = uistate.mousey[i] - (y + 8);
|
|
if (mousepos < 0) mousepos = 0;
|
|
if (mousepos > 255) mousepos = 255;
|
|
int v = (mousepos * max) / 255;
|
|
if (v != *value) {
|
|
*value = v;
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
// Render the scrollbar
|
|
ui_draw2d.Rect(x, y, 32, 256+16, 0x777777);
|
|
|
|
ui_draw2d.Rect(x+8+xpos, y+8, 16, 16, 0xffffff);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
// TODO
|
|
int UIVSlider(int id, int x, int y, int h, int max, int *value) {
|
|
// Calculate mouse cursor's relative y offset
|
|
int ypos = ((256 - 16) * *value) / max;
|
|
|
|
// Check for hotness
|
|
if (UIRegionHit(x+8, y+8, 16, 255, 0)) {
|
|
uistate.hotitem = id;
|
|
if (uistate.activeitem == 0 && uistate.mousedown)
|
|
uistate.activeitem = id;
|
|
}
|
|
// Update widget value
|
|
if (uistate.activeitem == id) {
|
|
int mousepos = uistate.mousey - (y + 8);
|
|
if (mousepos < 0) mousepos = 0;
|
|
if (mousepos > 255) mousepos = 255;
|
|
int v = (mousepos * max) / 255;
|
|
if (v != *value) {
|
|
*value = v;
|
|
return 1;
|
|
}
|
|
}
|
|
// Render the scrollbar
|
|
ui_draw2d.Rect(x, y, 32, 256+16, 0x777777);
|
|
|
|
ui_draw2d.Rect(x+8, y+8 + ypos, 16, 16, 0xffffff);
|
|
|
|
|
|
return 0;
|
|
}
|
|
*/
|