* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
475 lines
15 KiB
C++
475 lines
15 KiB
C++
#include "stdafx.h"
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#include <xuiresource.h>
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#include <xuiapp.h>
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#include <assert.h>
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#include "..\..\..\Minecraft.World\Player.h"
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#include "..\..\..\Minecraft.Client\LocalPlayer.h"
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#include "..\..\..\Minecraft.Client\Minecraft.h"
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#include "..\..\..\Minecraft.Client\GameMode.h"
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#include "..\..\..\Minecraft.World\AbstractContainerMenu.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\..\..\Minecraft.World\Tile.h"
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#include "..\..\..\Minecraft.World\FurnaceRecipes.h"
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#include "..\..\..\Minecraft.World\Recipy.h"
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#include "..\..\..\Minecraft.World\Recipes.h"
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#include "..\..\..\Minecraft.World\ArmorRecipes.h"
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#include "..\..\..\Minecraft.World\StringHelpers.h"
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#include "..\..\Common\Tutorial\Tutorial.h"
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#include "..\..\Common\Tutorial\TutorialMode.h"
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#include "XUI_Ctrl_SlotList.h"
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#include "XUI_Ctrl_SlotItem.h"
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#include "XUI_Ctrl_SlotItemListItem.h"
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#include "XUI_Scene_AbstractContainer.h"
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#ifdef _DEBUG_MENUS_ENABLED
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#include "XUI_DebugItemEditor.h"
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#endif
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#define IGNORE_KEYPRESS_TIMERID 11
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#define IGNORE_KEYPRESS_TIME 100
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void CXuiSceneAbstractContainer::PlatformInitialize(int iPad, int startIndex)
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{
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m_bIgnoreKeyPresses=true;
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m_iPad = iPad;
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XuiControlSetText(m_InventoryText,app.GetString(IDS_INVENTORY));
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// Determine min and max extents for pointer, it needs to be able to move off the container to drop items.
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float fPanelWidth, fPanelHeight;
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float fPointerWidth, fPointerHeight;
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// We may have varying depths of controls here, so base off the pointers parent
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HXUIOBJ parent;
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XuiElementGetBounds( m_pointerControl->m_hObj, &fPointerWidth, &fPointerHeight );
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XuiElementGetParent( m_pointerControl->m_hObj, &parent );
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m_pointerControl->SetShow(TRUE);
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XuiElementGetBounds( parent, &fPanelWidth, &fPanelHeight );
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// Get size of pointer
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m_fPointerImageOffsetX = floor(fPointerWidth/2.0f);
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m_fPointerImageOffsetY = floor(fPointerHeight/2.0f);
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m_fPanelMinX = 0.0f;
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m_fPanelMaxX = fPanelWidth;
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m_fPanelMinY = 0.0f;
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m_fPanelMaxY = fPanelHeight;
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// 4J-PB - need to limit this in splitscreen
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if(app.GetLocalPlayerCount()>1)
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{
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// don't let the pointer go into someone's screen
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m_fPointerMinY = floor(fPointerHeight/2.0f);
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}
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else
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{
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m_fPointerMinY = -fPointerHeight;
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}
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m_fPointerMinX = -fPointerWidth;
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m_fPointerMaxX = fPanelWidth + fPointerWidth;
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m_fPointerMaxY = fPanelHeight + (fPointerHeight/2);
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// m_hPointerText=nullptr;
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// m_hPointerTextBkg=nullptr;
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UIVec2D itemPos;
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UIVec2D itemSize;
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GetItemScreenData( m_eCurrSection, 0, &( itemPos ), &( itemSize ) );
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UIVec2D sectionPos;
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GetPositionOfSection( m_eCurrSection, &( sectionPos ) );
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UIVec2D vPointerPos = sectionPos;
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vPointerPos += itemPos;
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vPointerPos.x += ( itemSize.x / 2.0f );
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vPointerPos.y += ( itemSize.y / 2.0f );
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vPointerPos.x -= m_fPointerImageOffsetX;
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vPointerPos.y -= m_fPointerImageOffsetY;
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D3DXVECTOR3 newPointerPos;
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newPointerPos.x = vPointerPos.x;
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newPointerPos.y = vPointerPos.y;
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newPointerPos.z = 0.0f;
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m_pointerControl->SetPosition( &newPointerPos );
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m_pointerPos.x = newPointerPos.x;
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m_pointerPos.y = newPointerPos.y;
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#ifdef USE_POINTER_ACCEL
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m_fPointerVelX = 0.0f;
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m_fPointerVelY = 0.0f;
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m_fPointerAccelX = 0.0f;
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m_fPointerAccelY = 0.0f;
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#endif
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// Add timer to poll controller stick input at 60Hz
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HRESULT timerResult = SetTimer( POINTER_INPUT_TIMER_ID, ( 1000 / 60 ) );
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assert( timerResult == S_OK );
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XuiSetTimer(m_hObj,IGNORE_KEYPRESS_TIMERID,IGNORE_KEYPRESS_TIME);
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// Disable the default navigation behaviour for all slot lsit items (prevent old style cursor navigation).
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for ( int iSection = m_eFirstSection; iSection < m_eMaxSection; ++iSection )
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{
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ESceneSection eSection = static_cast<ESceneSection>(iSection);
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if(!IsSectionSlotList(eSection)) continue;
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// Get dimensions of this section.
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int iNumRows;
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int iNumColumns;
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int iNumItems = GetSectionDimensions( eSection, &( iNumColumns ), &( iNumRows ) );
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for ( int iItem = 0; iItem < iNumItems; ++iItem )
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{
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CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
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GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iItem, &( pCXuiCtrlSlotItem ) );
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pCXuiCtrlSlotItem->SetSkipsDefaultNavigation( TRUE );
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}
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}
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}
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// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
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void CXuiSceneAbstractContainer::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/)
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{
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// TODO Inventory dimensions need defined as constants
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m_inventoryControl->SetData( iPad, menu, 3, 9, startIndex, startIndex + 3*9 );
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// TODO Inventory dimensions need defined as constants
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m_useRowControl->SetData( iPad, menu, 1, 9, startIndex + 3*9, startIndex + 4*9 );
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m_pointerControl->SetUserIndex(m_pointerControl->m_hObj, iPad);
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}
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int CXuiSceneAbstractContainer::getSectionColumns(ESceneSection eSection)
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{
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return GetSectionSlotList( eSection )->GetColumns();
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}
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int CXuiSceneAbstractContainer::getSectionRows(ESceneSection eSection)
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{
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return GetSectionSlotList( eSection )->GetRows();
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}
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// Adding this so we can turn off the pointer text background, since it flickers on then off at the start of a scene where a tutorial popup is
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HRESULT CXuiSceneAbstractContainer::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled )
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{
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if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
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if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO)
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{
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// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
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if(pTransition->dwTransType == XUI_TRANSITION_BACKTO)
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{
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// Add timer to poll controller stick input at 60Hz
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HRESULT timerResult = SetTimer( POINTER_INPUT_TIMER_ID, ( 1000 / 60 ) );
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assert( timerResult == S_OK );
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InitDataAssociations(m_iPad, m_menu);
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}
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HXUIOBJ hObj=nullptr;
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HRESULT hr=XuiControlGetVisual(m_pointerControl->m_hObj,&hObj);
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hr=XuiElementGetChildById(hObj,L"text_measurer",&m_hPointerTextMeasurer);
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hr=XuiElementGetChildById(hObj,L"text_name",&m_hPointerText);
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hr=XuiElementGetChildById(hObj,L"text_panel",&m_hPointerTextBkg);
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hr=XuiElementGetChildById(hObj,L"pointer_image",&m_hPointerImg);
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XuiElementSetShow(m_hPointerText,FALSE);
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XuiElementSetShow(m_hPointerTextBkg,FALSE);
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}
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return S_OK;
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}
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D3DXVECTOR3 CXuiSceneAbstractContainer::GetCursorScreenPosition()
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{
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return app.GetElementScreenPosition(m_pointerControl->m_hObj);
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}
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HRESULT CXuiSceneAbstractContainer::OnKeyDown(XUIMessageInput *pInputData, BOOL& bHandled)
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{
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if(m_bIgnoreKeyPresses) return S_OK;
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bHandled = handleKeyDown(pInputData->UserIndex, mapVKToAction(pInputData->dwKeyCode), (pInputData->dwFlags & XUI_INPUT_FLAG_REPEAT) != 0);
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return S_OK;
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}
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int CXuiSceneAbstractContainer::mapVKToAction(int vk)
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{
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int action = MINECRAFT_ACTION_MAX;
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switch(vk)
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{
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case VK_PAD_A:
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action = ACTION_MENU_A;
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break;
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case VK_PAD_B:
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case VK_PAD_START:
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action = ACTION_MENU_B;
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break;
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case VK_PAD_X:
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action = ACTION_MENU_X;
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break;
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case VK_PAD_Y:
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action = ACTION_MENU_Y;
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break;
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case VK_PAD_DPAD_LEFT:
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action = ACTION_MENU_LEFT;
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break;
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case VK_PAD_DPAD_RIGHT:
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action = ACTION_MENU_RIGHT;
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break;
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case VK_PAD_DPAD_UP:
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action = ACTION_MENU_UP;
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break;
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case VK_PAD_DPAD_DOWN:
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action = ACTION_MENU_DOWN;
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break;
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case VK_PAD_LTRIGGER:
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action = ACTION_MENU_PAGEUP;
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break;
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case VK_PAD_RTRIGGER:
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action = ACTION_MENU_PAGEDOWN;
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break;
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case VK_PAD_LSHOULDER:
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action = ACTION_MENU_LEFT_SCROLL;
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break;
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case VK_PAD_RSHOULDER:
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action = ACTION_MENU_RIGHT_SCROLL;
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break;
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case VK_PAD_RTHUMB_UP:
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action = ACTION_MENU_OTHER_STICK_UP;
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break;
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case VK_PAD_RTHUMB_DOWN:
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action = ACTION_MENU_OTHER_STICK_DOWN;
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break;
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case VK_PAD_RTHUMB_RIGHT:
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action = ACTION_MENU_OTHER_STICK_RIGHT;
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break;
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case VK_PAD_RTHUMB_LEFT:
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action = ACTION_MENU_OTHER_STICK_LEFT;
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break;
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};
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return action;
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}
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void CXuiSceneAbstractContainer::handleSectionClick(ESceneSection eSection)
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{
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CXuiCtrlSlotList *slotList = GetSectionSlotList( eSection );
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slotList->Clicked();
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}
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HRESULT CXuiSceneAbstractContainer::handleCustomTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
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{
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return S_OK;
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}
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// Returns XUI position of given scene section.
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void CXuiSceneAbstractContainer::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition )
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{
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D3DXVECTOR3 xuiPos;
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GetSectionControl( eSection )->GetPosition( &xuiPos );
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pPosition->x = xuiPos.x;
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pPosition->y = xuiPos.y;
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}
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void CXuiSceneAbstractContainer::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize )
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{
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D3DXVECTOR3 xuiPos;
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if(IsSectionSlotList(eSection))
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{
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// Get slot item.
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CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
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GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iItemIndex, &( pCXuiCtrlSlotItem ) );
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// Get size of slot.
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pCXuiCtrlSlotItem->GetBounds( &( pSize->x ), &( pSize->y ) );
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// Get position of slot.
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pCXuiCtrlSlotItem->GetPosition( &xuiPos );
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pPosition->x = xuiPos.x;
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pPosition->y = xuiPos.y;
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}
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else
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{
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// Get size of control
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GetSectionControl( eSection )->GetBounds( &( pSize->x ), &( pSize->y ) );
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// Get position of control
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GetSectionControl( eSection )->GetPosition( &xuiPos );
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pPosition->x = xuiPos.x;
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pPosition->y = xuiPos.y;
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}
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}
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shared_ptr<ItemInstance> CXuiSceneAbstractContainer::getSlotItem(ESceneSection eSection, int iSlot)
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{
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CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
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GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iSlot, &( pCXuiCtrlSlotItem ) );
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return pCXuiCtrlSlotItem->getItemInstance( pCXuiCtrlSlotItem->m_hObj );
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}
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bool CXuiSceneAbstractContainer::isSlotEmpty(ESceneSection eSection, int iSlot)
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{
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CXuiCtrlSlotItemListItem* pCXuiCtrlSlotItem;
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GetSectionSlotList( eSection )->GetCXuiCtrlSlotItem( iSlot, &( pCXuiCtrlSlotItem ) );
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return pCXuiCtrlSlotItem->isEmpty( pCXuiCtrlSlotItem->m_hObj );
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}
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HRESULT CXuiSceneAbstractContainer::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled )
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{
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HRESULT hr = S_OK;
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// Update pointer from stick input on timer.
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if ( pTimer->nId == POINTER_INPUT_TIMER_ID )
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{
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onMouseTick();
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D3DXVECTOR3 pointerPos;
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pointerPos.x = m_pointerPos.x;
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pointerPos.y = m_pointerPos.y;
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pointerPos.z = 0.0f;
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m_pointerControl->SetPosition( &pointerPos );
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// This message has been dealt with, don't pass it on further.
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bHandled = TRUE;
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}
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else if ( pTimer->nId == IGNORE_KEYPRESS_TIMERID)
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{
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KillTimer(IGNORE_KEYPRESS_TIMERID);
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m_bIgnoreKeyPresses=false;
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}
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else
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{
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// Some scenes may have their own timers for other events, so handle them here
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hr = handleCustomTimer( pTimer, bHandled );
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}
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return hr;
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}
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HRESULT CXuiSceneAbstractContainer::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
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{
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bHandled=true;
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return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);
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}
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bool CXuiSceneAbstractContainer::doesSectionTreeHaveFocus(ESceneSection eSection)
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{
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return GetSectionControl( eSection )->TreeHasFocus();
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}
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void CXuiSceneAbstractContainer::setSectionFocus(ESceneSection eSection, int iPad)
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{
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HRESULT focusResult = GetSectionControl( eSection )->SetFocus( iPad );
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assert( focusResult == S_OK );
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}
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void CXuiSceneAbstractContainer::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
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{
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GetSectionSlotList( eSection )->SetCurrentSlot(y,x);
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}
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void CXuiSceneAbstractContainer::setFocusToPointer(int iPad)
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{
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m_pointerControl->SetFocus( iPad );
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}
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void CXuiSceneAbstractContainer::SetPointerText(const wstring &description, vector<wstring> &unformattedStrings, bool newSlot)
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{
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if(description.empty())
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{
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m_pointerControl->SetText(L"");
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XuiElementSetShow(m_hPointerText,FALSE);
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XuiElementSetShow(m_hPointerTextBkg,FALSE);
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return;
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}
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bool smallPointer = m_bSplitscreen || (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen());
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wstring desc = L"<font size=\"" + std::to_wstring(smallPointer ? 12 :14) + L"\">" + description + L"</font>";
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XUIRect tempXuiRect, xuiRect;
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HRESULT hr;
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xuiRect.right = 0;
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for (auto& it : unformattedStrings )
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{
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XuiTextPresenterMeasureText(m_hPointerTextMeasurer, parseXMLSpecials(it).c_str(), &tempXuiRect);
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if(tempXuiRect.right > xuiRect.right) xuiRect = tempXuiRect;
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}
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// Set size with the new width so that the HTML height check is correct
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XuiElementSetBounds(m_hPointerTextBkg,xuiRect.right+4.0f+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge
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XuiElementSetBounds(m_hPointerText,xuiRect.right+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, text is centred
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XuiHtmlSetText(m_hPointerText, desc.c_str() );
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// Check if we need to resize the box
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XUIContentDims contentDims;
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XuiHtmlGetContentDims(m_hPointerText,&contentDims);
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xuiRect.bottom = contentDims.nContentHeight;
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// get the size of the button, and apply the change in size due to the text to the whole button
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float fImgWidth,fImgHeight;
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XuiElementGetBounds(m_hPointerImg,&fImgWidth, &fImgHeight);
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// 4J-PB - changing to calculate values
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D3DXVECTOR3 vPosText, vPosTextBkg,vPosImg;
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XuiElementGetPosition(m_hPointerImg,&vPosImg);
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XuiElementGetPosition(m_hPointerText,&vPosText);
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XuiElementGetPosition(m_hPointerTextBkg,&vPosTextBkg);
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// Set the new height
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XuiElementSetBounds(m_hPointerTextBkg,xuiRect.right+4.0f+4.0f+4.0f,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge
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XuiElementSetBounds(m_hPointerText,xuiRect.right+4.0f+4.0f,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, text is centred
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// position the text and panel relative to the pointer image
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vPosTextBkg.x=vPosImg.x+fImgWidth*0.6f;
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vPosText.x=vPosTextBkg.x + 4;
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vPosTextBkg.y=vPosImg.y-(xuiRect.bottom+4.0f+4.0f)+fImgWidth*0.4f;
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vPosText.y=vPosTextBkg.y + 4;
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XuiElementSetPosition(m_hPointerText,&vPosText);
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XuiElementSetPosition(m_hPointerTextBkg,&vPosTextBkg);
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XuiElementSetShow(m_hPointerTextBkg,TRUE);
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XuiElementSetShow(m_hPointerText,TRUE);
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}
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void CXuiSceneAbstractContainer::adjustPointerForSafeZone()
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{
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D3DXVECTOR2 baseSceneOrigin;
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float baseWidth, baseHeight;
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if(CXuiSceneBase::GetBaseSceneSafeZone( m_iPad, baseSceneOrigin, baseWidth, baseHeight))
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{
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D3DXMATRIX pointerBackgroundMatrix;
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XuiElementGetFullXForm( m_hPointerTextBkg, &pointerBackgroundMatrix);
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float width, height;
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XuiElementGetBounds( m_hPointerTextBkg, &width, &height );
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if( ( (pointerBackgroundMatrix._41 / pointerBackgroundMatrix._11) + width) > (baseSceneOrigin.x + baseWidth) )
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{
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//app.DebugPrintf("Pointer is outside the safe zone for this base scene\n");
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// get the size of the button, and apply the change in size due to the text to the whole button
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float fImgWidth,fImgHeight;
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XuiElementGetBounds(m_hPointerImg,&fImgWidth, &fImgHeight);
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// 4J-PB - changing to calculate values
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D3DXVECTOR3 vPosText, vPosTextBkg,vPosImg;
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XuiElementGetPosition(m_hPointerImg,&vPosImg);
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XuiElementGetPosition(m_hPointerText,&vPosText);
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XuiElementGetPosition(m_hPointerTextBkg,&vPosTextBkg);
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// position the text and panel relative to the pointer image
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vPosTextBkg.x= (vPosImg.x+fImgWidth*0.4f) - width;
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vPosText.x=vPosTextBkg.x + 4;
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XuiElementSetPosition(m_hPointerText,&vPosText);
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XuiElementSetPosition(m_hPointerTextBkg,&vPosTextBkg);
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}
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}
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} |