Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics

actorid
scrawl 12 years ago
commit db9e49968e

@ -660,6 +660,7 @@ if (NOT WIN32 AND NOT DPKG_PROGRAM AND NOT APPLE)
INSTALL(PROGRAMS "${OpenMW_BINARY_DIR}/omwlauncher" DESTINATION "${BINDIR}" )
INSTALL(PROGRAMS "${OpenMW_BINARY_DIR}/esmtool" DESTINATION "${BINDIR}" )
INSTALL(PROGRAMS "${OpenMW_BINARY_DIR}/mwiniimport" DESTINATION "${BINDIR}" )
INSTALL(PROGRAMS "${OpenMW_BINARY_DIR}/opencs" DESTINATION "${BINDIR}" )
# Install icon and .desktop
INSTALL(FILES "${OpenMW_SOURCE_DIR}/apps/launcher/resources/images/openmw.png" DESTINATION "${ICONDIR}")

@ -30,7 +30,7 @@ add_openmw_dir (mwgui
formatting inventorywindow container hud countdialog tradewindow settingswindow
confirmationdialog alchemywindow referenceinterface spellwindow mainmenu quickkeysmenu
itemselection spellbuyingwindow loadingscreen levelupdialog waitdialog spellcreationdialog
enchantingdialog trainingwindow travelwindow imagebutton
enchantingdialog trainingwindow travelwindow imagebutton exposedwindow
)
add_openmw_dir (mwdialogue

@ -344,7 +344,8 @@ void OMW::Engine::prepareEngine (Settings::Manager & settings)
//Load translation data
mTranslationDataStorage.setEncoder(mEncoder);
mTranslationDataStorage.loadTranslationData(mFileCollections, mMaster[0]);
for (size_t i = 0; i < mMaster.size(); i++)
mTranslationDataStorage.loadTranslationData(mFileCollections, mMaster[i]);
// Create window manager - this manages all the MW-specific GUI windows
MWScript::registerExtensions (mExtensions);

@ -0,0 +1,26 @@
#include "exposedwindow.hpp"
#include "MyGUI_Window.h"
namespace MWGui
{
MyGUI::VectorWidgetPtr ExposedWindow::getSkinWidgetsByName (const std::string &name)
{
return MyGUI::Widget::getSkinWidgetsByName (name);
}
MyGUI::Widget* ExposedWindow::getSkinWidget(const std::string & _name, bool _throw)
{
MyGUI::VectorWidgetPtr widgets = getSkinWidgetsByName (_name);
if (widgets.empty())
{
MYGUI_ASSERT( ! _throw, "widget name '" << _name << "' not found in skin of layout '" << getName() << "'");
return nullptr;
}
else
{
return widgets[0];
}
}
}

@ -0,0 +1,26 @@
#ifndef MWGUI_EXPOSEDWINDOW_H
#define MWGUI_EXPOSEDWINDOW_H
#include "MyGUI_Window.h"
namespace MWGui
{
/**
* @brief subclass to provide access to some Widget internals.
*/
class ExposedWindow : public MyGUI::Window
{
MYGUI_RTTI_DERIVED(ExposedWindow)
public:
MyGUI::VectorWidgetPtr getSkinWidgetsByName (const std::string &name);
MyGUI::Widget* getSkinWidget(const std::string & _name, bool _throw = true);
///< Get a widget defined in the inner skin of this window.
};
}
#endif

@ -2,32 +2,27 @@
#include "../mwbase/windowmanager.hpp"
#include "exposedwindow.hpp"
using namespace MWGui;
WindowPinnableBase::WindowPinnableBase(const std::string& parLayout, MWBase::WindowManager& parWindowManager)
: WindowBase(parLayout, parWindowManager), mPinned(false), mVisible(false)
{
MyGUI::WindowPtr t = static_cast<MyGUI::WindowPtr>(mMainWidget);
t->eventWindowButtonPressed += MyGUI::newDelegate(this, &WindowPinnableBase::onWindowButtonPressed);
}
ExposedWindow* window = static_cast<ExposedWindow*>(mMainWidget);
mPinButton = window->getSkinWidget ("Button");
void WindowPinnableBase::setVisible(bool b)
{
// Pinned windows can not be hidden
if (mPinned && !b)
return;
WindowBase::setVisible(b);
mVisible = b;
mPinButton->eventMouseButtonClick += MyGUI::newDelegate(this, &WindowPinnableBase::onPinButtonClicked);
}
void WindowPinnableBase::onWindowButtonPressed(MyGUI::Window* sender, const std::string& eventName)
{
if ("PinToggle" == eventName)
void WindowPinnableBase::onPinButtonClicked(MyGUI::Widget* _sender)
{
mPinned = !mPinned;
onPinToggled();
}
eventDone(this);
if (mPinned)
mPinButton->changeWidgetSkin ("PinDown");
else
mPinButton->changeWidgetSkin ("PinUp");
onPinToggled();
}

@ -11,15 +11,15 @@ namespace MWGui
{
public:
WindowPinnableBase(const std::string& parLayout, MWBase::WindowManager& parWindowManager);
void setVisible(bool b);
bool pinned() { return mPinned; }
private:
void onWindowButtonPressed(MyGUI::Window* sender, const std::string& eventName);
void onPinButtonClicked(MyGUI::Widget* _sender);
protected:
virtual void onPinToggled() = 0;
MyGUI::Widget* mPinButton;
bool mPinned;
bool mVisible;
};

@ -52,6 +52,7 @@
#include "enchantingdialog.hpp"
#include "trainingwindow.hpp"
#include "imagebutton.hpp"
#include "exposedwindow.hpp"
using namespace MWGui;
@ -128,6 +129,7 @@ WindowManager::WindowManager(
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::AutoSizedTextBox>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::Widgets::AutoSizedButton>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::ImageButton>("Widget");
MyGUI::FactoryManager::getInstance().registerFactory<MWGui::ExposedWindow>("Widget");
MyGUI::LanguageManager::getInstance().eventRequestTag = MyGUI::newDelegate(this, &WindowManager::onRetrieveTag);
@ -310,9 +312,16 @@ void WindowManager::updateVisible()
setSpellVisibility((mAllowed & GW_Magic) && !mSpellWindow->pinned());
setHMSVisibility((mAllowed & GW_Stats) && !mStatsWindow->pinned());
// If in game mode, don't show anything.
// If in game mode, show only the pinned windows
if (gameMode)
{
mMap->setVisible(mMap->pinned());
mStatsWindow->setVisible(mStatsWindow->pinned());
mInventoryWindow->setVisible(mInventoryWindow->pinned());
mSpellWindow->setVisible(mSpellWindow->pinned());
return;
}
GuiMode mode = mGuiModes.back();
@ -327,6 +336,12 @@ void WindowManager::updateVisible()
mSettingsWindow->setVisible(true);
break;
case GM_Console:
// Show the pinned windows
mMap->setVisible(mMap->pinned());
mStatsWindow->setVisible(mStatsWindow->pinned());
mInventoryWindow->setVisible(mInventoryWindow->pinned());
mSpellWindow->setVisible(mSpellWindow->pinned());
mConsole->enable();
break;
case GM_Scroll:

@ -23,9 +23,7 @@
#include "bsa_file.hpp"
//#include <stdexcept>
//#include <cstdlib>
//#include <cassert>
#include <stdexcept>
#include "../files/constrainedfiledatastream.hpp"

@ -37,7 +37,7 @@
//TODO: when threading is needed, enable these
//#include <boost/mutex.hpp>
//#include <boost/thread/locks.hpp>
#include <boost/thread/locks.hpp>
namespace Nif
{

@ -43,25 +43,14 @@ http://www.gnu.org/licenses/ .
typedef unsigned char ubyte;
using namespace NifBullet;
namespace NifBullet
{
ManualBulletShapeLoader::~ManualBulletShapeLoader()
{
}
btQuaternion ManualBulletShapeLoader::getbtQuat(Ogre::Matrix3 const &m)
{
Ogre::Quaternion oquat(m);
btQuaternion quat;
quat.setW(oquat.w);
quat.setX(oquat.x);
quat.setY(oquat.y);
quat.setZ(oquat.z);
return quat;
}
btVector3 ManualBulletShapeLoader::getbtVector(Ogre::Vector3 const &v)
{
return btVector3(v[0], v[1], v[2]);
@ -90,7 +79,6 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
return;
}
// The first record is assumed to be the root node
Nif::Record *r = nif.getRecord(0);
assert(r != NULL);
@ -106,13 +94,11 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
bool hasCollisionNode = hasRootCollisionNode(node);
//do a first pass
handleNode(node,0,NULL,hasCollisionNode,false,false);
handleNode(node,0,hasCollisionNode,false,false);
//if collide = false, then it does a second pass which create a shape for raycasting.
if(cShape->mCollide == false)
{
handleNode(node,0,NULL,hasCollisionNode,false,true);
}
handleNode(node,0,hasCollisionNode,false,true);
//cShape->collide = hasCollisionNode&&cShape->collide;
@ -129,9 +115,9 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
delete m_meshInterface;
}
};
if(mBoundingBox != NULL)
cShape->Shape = mBoundingBox;
else
{
currentShape = new TriangleMeshShape(mTriMesh,true);
@ -141,34 +127,30 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node const * node)
{
if (node->recType == Nif::RC_NiNode)
if(node->recType == Nif::RC_RootCollisionNode)
return true;
const Nif::NiNode *ninode = dynamic_cast<const Nif::NiNode*>(node);
if(ninode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
const Nif::NodeList &list = ninode->children;
for(size_t i = 0;i < list.length();i++)
{
if(!list[i].empty())
{
if(hasRootCollisionNode(list[i].getPtr())) return true;;
}
}
if(hasRootCollisionNode(list[i].getPtr()))
return true;
}
else if (node->recType == Nif::RC_NiTriShape)
{
return false;
}
else if(node->recType == Nif::RC_RootCollisionNode)
{
return true;
}
return false;
}
void ManualBulletShapeLoader::handleNode(Nif::Node const *node, int flags,
const Nif::Transformation *parentTrafo,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
void ManualBulletShapeLoader::handleNode(const Nif::Node *node, int flags,
bool hasCollisionNode, bool isCollisionNode,
bool raycastingOnly)
{
// Accumulate the flags from all the child nodes. This works for all
// the flags we currently use, at least.
flags |= node->flags;
@ -209,69 +191,35 @@ void ManualBulletShapeLoader::handleNode(Nif::Node const *node, int flags,
}
}
Nif::Transformation childTrafo = node->trafo;
if (parentTrafo)
{
// Get a non-const reference to the node's data, since we're
// overwriting it. TODO: Is this necessary?
// For both position and rotation we have that:
// final_vector = old_vector + old_rotation*new_vector*old_scale
childTrafo.pos = parentTrafo->pos + parentTrafo->rotation*childTrafo.pos*parentTrafo->scale;
// Merge the rotations together
childTrafo.rotation = parentTrafo->rotation * childTrafo.rotation;
// Scale
childTrafo.scale *= parentTrafo->scale;
}
if(node->hasBounds)
{
btVector3 boxsize = getbtVector(node->boundXYZ);
cShape->boxTranslation = node->boundPos;
cShape->boxRotation = node->boundRot;
mBoundingBox = new btBoxShape(boxsize);
mBoundingBox = new btBoxShape(getbtVector(node->boundXYZ));
}
// For NiNodes, loop through children
if (node->recType == Nif::RC_NiNode)
{
Nif::NodeList const &list = ((Nif::NiNode const *)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
{
if (!list[i].empty())
{
handleNode(list[i].getPtr(), flags,&childTrafo,hasCollisionNode,isCollisionNode,raycastingOnly);
}
}
}
else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
if(node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
{
cShape->mCollide = !(flags&0x800);
handleNiTriShape(dynamic_cast<Nif::NiTriShape const *>(node), flags,childTrafo.rotation,childTrafo.pos,childTrafo.scale,raycastingOnly);
handleNiTriShape(static_cast<const Nif::NiTriShape*>(node), flags, node->getWorldTransform(), raycastingOnly);
}
else if(node->recType == Nif::RC_RootCollisionNode)
// For NiNodes, loop through children
const Nif::NiNode *ninode = dynamic_cast<const Nif::NiNode*>(node);
if(ninode)
{
Nif::NodeList &list = ((Nif::NiNode*)node)->children;
int n = list.length();
for (int i=0; i<n; i++)
isCollisionNode = isCollisionNode || (node->recType == Nif::RC_RootCollisionNode);
const Nif::NodeList &list = ninode->children;
for(size_t i = 0;i < list.length();i++)
{
if(!list[i].empty())
handleNode(list[i].getPtr(), flags,&childTrafo, hasCollisionNode,true,raycastingOnly);
handleNode(list[i].getPtr(), flags, hasCollisionNode, isCollisionNode, raycastingOnly);
}
}
}
void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape const *shape, int flags,Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,
void ManualBulletShapeLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags, const Ogre::Matrix4 &transform,
bool raycastingOnly)
{
assert(shape != NULL);
@ -296,18 +244,14 @@ void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape const *shape, int
return;
Nif::NiTriShapeData *data = shape->data.getPtr();
const Nif::NiTriShapeData *data = shape->data.getPtr();
const std::vector<Ogre::Vector3> &vertices = data->vertices;
const Ogre::Matrix3 &rot = shape->trafo.rotation;
const Ogre::Vector3 &pos = shape->trafo.pos;
float scale = shape->trafo.scale * parentScale;
short* triangles = &data->triangles[0];
const short *triangles = &data->triangles[0];
for(size_t i = 0;i < data->triangles.size();i+=3)
{
Ogre::Vector3 b1 = pos + rot*vertices[triangles[i+0]]*scale;
Ogre::Vector3 b2 = pos + rot*vertices[triangles[i+1]]*scale;
Ogre::Vector3 b3 = pos + rot*vertices[triangles[i+2]]*scale;
Ogre::Vector3 b1 = transform*vertices[triangles[i+0]];
Ogre::Vector3 b2 = transform*vertices[triangles[i+1]];
Ogre::Vector3 b3 = transform*vertices[triangles[i+2]];
mTriMesh->addTriangle(btVector3(b1.x,b1.y,b1.z),btVector3(b2.x,b2.y,b2.z),btVector3(b3.x,b3.y,b3.z));
}
}
@ -320,3 +264,5 @@ void ManualBulletShapeLoader::load(const std::string &name,const std::string &gr
return;
OEngine::Physic::BulletShapeManager::getSingleton().create(name,group,true,this);
}
} // namespace NifBullet

@ -51,19 +51,18 @@ namespace NifBullet
class ManualBulletShapeLoader : public OEngine::Physic::BulletShapeLoader
{
public:
ManualBulletShapeLoader():resourceGroup("General"){}
virtual ~ManualBulletShapeLoader();
void warn(std::string msg)
void warn(const std::string &msg)
{
std::cerr << "NIFLoader: Warn:" << msg << "\n";
}
void fail(std::string msg)
void fail(const std::string &msg)
{
std::cerr << "NIFLoader: Fail: "<< msg << std::endl;
assert(1);
abort();
}
/**
@ -79,31 +78,26 @@ public:
void load(const std::string &name,const std::string &group);
private:
btQuaternion getbtQuat(Ogre::Matrix3 const &m);
btVector3 getbtVector(Ogre::Vector3 const &v);
/**
*Parse a node.
*/
void handleNode(Nif::Node const *node, int flags,
const Nif::Transformation *trafo, bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly);
void handleNode(Nif::Node const *node, int flags, bool hasCollisionNode, bool isCollisionNode, bool raycastingOnly);
/**
*Helper function
*/
bool hasRootCollisionNode(Nif::Node const * node);
bool hasRootCollisionNode(const Nif::Node *node);
/**
*convert a NiTriShape to a bullet trishape.
*/
void handleNiTriShape(Nif::NiTriShape const *shape, int flags,Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScales,bool raycastingOnly);
void handleNiTriShape(const Nif::NiTriShape *shape, int flags, const Ogre::Matrix4 &transform, bool raycastingOnly);
std::string resourceName;
std::string resourceGroup;
OEngine::Physic::BulletShape* cShape;//current shape
btTriangleMesh *mTriMesh;
btBoxShape *mBoundingBox;

@ -16,6 +16,7 @@ Alexander Olofsson (Ace)
Artem Kotsynyak (greye)
athile
BrotherBrick
Chris Robinson
Cory F. Cohen (cfcohen)
Cris Mihalache (Mirceam)
Douglas Diniz (Dgdiniz)

@ -2,41 +2,45 @@
<MyGUI type="Layout">
<Widget type="Window" skin="" layer="Windows" align="Left|Top" position="0 0 512 256" name="_Main">
<Widget type="Window" skin="" layer="Windows" align="Left|Top" position="0 0 565 390" name="_Main">
<Widget type="ImageBox" skin="ImageBox" position_real="0 0 1 1" align="Top|Right" name="BookImage">
<Widget type="ImageBox" skin="ImageBox" position="0 0 565 390" align="Top|Right" name="JImage">
<Property key="ImageTexture" value="textures\tx_menubook.dds"/>
<Property key="ImageCoord" value="50 0 412 256"/>
<Widget type="ImageButton" skin="ImageBox" position="251 220 128 32" name="NextPageBTN">
<Widget type="ImageButton" skin="ImageBox" position="300 350 48 32" name="NextPageBTN">
<Property key="ImageCoord" value="0 0 48 32"/>
<Property key="ImageHighlighted" value="textures\tx_menubook_next_over.dds"/>
<Property key="ImageNormal" value="textures\tx_menubook_next_idle.dds"/>
<Property key="ImagePushed" value="textures\tx_menubook_next_pressed.dds"/>
</Widget>
<Widget type="ImageButton" skin="ImageBox" position="165 220 128 32" name="PrevPageBTN">
<Widget type="ImageButton" skin="ImageBox" position="220 350 48 32" name="PrevPageBTN">
<Property key="ImageCoord" value="0 0 48 32"/>
<Property key="ImageHighlighted" value="textures\tx_menubook_prev_over.dds"/>
<Property key="ImageNormal" value="textures\tx_menubook_prev_idle.dds"/>
<Property key="ImagePushed" value="textures\tx_menubook_prev_pressed.dds"/>
</Widget>
<Widget type="ImageButton" skin="ImageBox" position="75 220 128 32" name="TakeButton">
<Widget type="ImageButton" skin="ImageBox" position="40 350 64 32" name="TakeButton">
<Property key="ImageHighlighted" value="textures\tx_menubook_take_over.dds"/>
<Property key="ImageNormal" value="textures\tx_menubook_take_idle.dds"/>
<Property key="ImagePushed" value="textures\tx_menubook_take_pressed.dds"/>
</Widget>
<Widget type="ImageButton" skin="ImageBox" position="360 220 128 32" name="CloseButton">
<Widget type="ImageButton" skin="ImageBox" position="475 350 48 32" name="CloseButton">
<Property key="ImageCoord" value="0 0 48 32"/>
<Property key="ImageHighlighted" value="textures\tx_menubook_close_over.dds"/>
<Property key="ImageNormal" value="textures\tx_menubook_close_idle.dds"/>
<Property key="ImagePushed" value="textures\tx_menubook_close_pressed.dds"/>
</Widget>
<Widget type="TextBox" skin="NormalText" position="155 215 24 24" name="LeftPageNumber">
<Widget type="TextBox" skin="NormalText" position="150 350 32 16" name="LeftPageNumber">
<Property key="TextColour" value="0 0 0"/>
</Widget>
<Widget type="TextBox" skin="NormalText" position="325 215 24 24" name="RightPageNumber">
<Widget type="TextBox" skin="NormalText" position="410 350 32 16" name="RightPageNumber">
<Property key="TextColour" value="0 0 0"/>
</Widget>
<Widget type="Widget" skin="" position_real="0.15 0.1 0.3 0.75" name = "LeftPage"/>
<Widget type="Widget" skin="" position_real="0.55 0.1 0.3 0.75" name = "RightPage"/>
<Widget type="Widget" skin="" position="30 22 240 300" name = "LeftPage"/>
<Widget type="Widget" skin="" position="300 22 240 300" name = "RightPage"/>
</Widget>
</Widget>

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<MyGUI type="Layout">
<Widget type="Window" skin="MW_Window_Pinnable" layer="Windows" position="0 0 600 300" name="_Main">
<Widget type="ExposedWindow" skin="MW_Window_Pinnable" layer="Windows" position="0 0 600 300" name="_Main">
<Widget type="Widget" skin="" position="0 0 224 223" align="Left Top" name="LeftPane">

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<MyGUI type="Layout">
<Widget type="Window" skin="MW_Window_Pinnable" layer="Windows" position="0 0 300 300" name="_Main">
<Widget type="ExposedWindow" skin="MW_Window_Pinnable" layer="Windows" position="0 0 300 300" name="_Main">
<!-- Local map -->
<Widget type="ScrollView" skin="MW_MapView" position="0 0 284 264" align="ALIGN_STRETCH" name="LocalMap">

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<MyGUI type="Layout">
<Widget type="Window" skin="MW_Window_Pinnable" layer="Windows" position="0 0 300 600" name="_Main">
<Widget type="ExposedWindow" skin="MW_Window_Pinnable" layer="Windows" position="0 0 300 600" name="_Main">
<!-- Effect box-->
<Widget type="Widget" skin="MW_Box" position="8 8 268 24" align="Left Top HStretch">

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<MyGUI type="Layout">
<Widget type="Window" skin="MW_Window_Pinnable" layer="Windows" position="0 0 500 342" name="_Main">
<Widget type="ExposedWindow" skin="MW_Window_Pinnable" layer="Windows" position="0 0 500 342" name="_Main">
<Widget type="Widget" skin="" name="LeftPane" position="0 0 220 342">

@ -8,6 +8,118 @@
</BasisSkin>
</Skin>
<!-- Define the borders for pin button (up) -->
<Skin name="PU_B" size="12 2" texture="textures\menu_rightbuttonup_bottom.dds">
<BasisSkin type="MainSkin" offset = "0 0 12 2">
<State name="normal" offset = "0 0 12 2"/>
</BasisSkin>
</Skin>
<Skin name="PU_BR" size="2 2" texture="textures\menu_rightbuttonup_bottom_right.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<Skin name="PU_R" size="2 12" texture="textures\menu_rightbuttonup_right.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 12">
<State name="normal" offset = "0 0 2 12"/>
</BasisSkin>
</Skin>
<Skin name="PU_TR" size="2 2" texture="textures\menu_rightbuttonup_top_right.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<Skin name="PU_T" size="12 2" texture="textures\menu_rightbuttonup_top.dds">
<BasisSkin type="MainSkin" offset = "0 0 12 2">
<State name="normal" offset = "0 0 12 2"/>
</BasisSkin>
</Skin>
<Skin name="PU_TL" size="2 2" texture="textures\menu_rightbuttonup_top_left.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<Skin name="PU_L" size="2 12" texture="textures\menu_rightbuttonup_left.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 12">
<State name="normal" offset = "0 0 2 12"/>
</BasisSkin>
</Skin>
<Skin name="PU_BL" size="2 2" texture="textures\menu_rightbuttonup_bottom_left.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<!-- Define the borders for pin button (down) -->
<Skin name="PD_B" size="12 2" texture="textures\menu_rightbuttondown_bottom.dds">
<BasisSkin type="MainSkin" offset = "0 0 12 2">
<State name="normal" offset = "0 0 12 2"/>
</BasisSkin>
</Skin>
<Skin name="PD_BR" size="2 2" texture="textures\menu_rightbuttondown_bottom_right.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<Skin name="PD_R" size="2 12" texture="textures\menu_rightbuttondown_right.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 12">
<State name="normal" offset = "0 0 2 12"/>
</BasisSkin>
</Skin>
<Skin name="PD_TR" size="2 2" texture="textures\menu_rightbuttondown_top_right.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<Skin name="PD_T" size="12 2" texture="textures\menu_rightbuttondown_top.dds">
<BasisSkin type="MainSkin" offset = "0 0 12 2">
<State name="normal" offset = "0 0 12 2"/>
</BasisSkin>
</Skin>
<Skin name="PD_TL" size="2 2" texture="textures\menu_rightbuttondown_top_left.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<Skin name="PD_L" size="2 12" texture="textures\menu_rightbuttondown_left.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 12">
<State name="normal" offset = "0 0 2 12"/>
</BasisSkin>
</Skin>
<Skin name="PD_BL" size="2 2" texture="textures\menu_rightbuttondown_bottom_left.dds">
<BasisSkin type="MainSkin" offset = "0 0 2 2">
<State name="normal" offset = "0 0 2 2"/>
</BasisSkin>
</Skin>
<!-- Define the pin button skin -->
<Skin name = "PinUp" size = "19 19" texture="textures\menu_rightbuttonup_center.dds">
<BasisSkin type="MainSkin" offset = "0 0 19 19">
<State name="normal" offset = "0 0 19 19"/>
</BasisSkin>
<Child type="Widget" skin="PU_B" offset="2 17 15 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PU_BR" offset="17 17 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PU_R" offset="17 2 2 15" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PU_TR" offset="17 0 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PU_T" offset="2 0 15 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PU_TL" offset="0 0 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PU_L" offset="0 2 2 15" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PU_BL" offset="0 17 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
</Skin>
<Skin name = "PinDown" size = "19 19" texture="textures\menu_rightbuttondown_center.dds">
<BasisSkin type="MainSkin" offset = "0 0 19 19">
<State name="normal" offset = "0 0 19 19"/>
</BasisSkin>
<Child type="Widget" skin="PD_B" offset="2 17 15 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PD_BR" offset="17 17 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PD_R" offset="17 2 2 15" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PD_TR" offset="17 0 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PD_T" offset="2 0 15 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PD_TL" offset="0 0 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PD_L" offset="0 2 2 15" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
<Child type="Widget" skin="PD_BL" offset="0 17 2 2" align="ALIGN_HSTRETCH ALIGN_VSTRETCH"/>
</Skin>
<!-- Defines a pure black background -->
<Skin name = "DialogBG" size = "8 8" texture = "black.png">
<BasisSkin type="MainSkin" offset = "0 0 8 8">
@ -473,9 +585,7 @@
<Property key="Scale" value = "1 1 0 0"/>
</Child>
<Child type="Button" skin="BlackBG" offset="230 4 21 19" align="ALIGN_RIGHT ALIGN_TOP" name="Button">
<Property key="Event" value="PinToggle"/>
</Child>
<Child type="Button" skin="PinUp" offset="232 4 19 19" align="ALIGN_RIGHT ALIGN_TOP" name="Button"/>
</Skin>
<Skin name = "MW_Dialog" size = "256 54">

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