World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
29 if (v39 > 0 && v39 < 800) {
40 pBtn_ExitCancel =
CreateButton(392, 318, 75, 33, 1, 0,
UIMSG_Escape, 0, 0,
localization->
GetString(34),
41 { { ui_buttdesc2 } });
48 render->ClearZBuffer(0, 479);
void DrawText(GUIFont *font, int x, int y, unsigned short uFontColor, const char *str, bool present_time_transparency=false, int max_text_height=0, int uFontShadowColor=0)
const char * GetString(unsigned int index) const
bool SpawnActor(unsigned int uMonsterID)
GUIButton * CreateButton(int x, int y, int width, int height, int a6, int a7, UIMessageType msg, unsigned int msg_param, uint8_t hotkey, const String &label, const std::vector< Image * > &textures=std::vector< Image * >())
EGLSurface EGLint EGLint EGLint EGLint height
@ WINDOW_CastSpell_InInventory
Localization * localization
Image * dialogue_ui_x_x_u
void CharacterUI_DrawPaperdoll(Player *player)
NZIArray< struct Player *, 5 > pPlayers
enum CURRENT_SCREEN current_screen_type
void CharacterUI_InventoryTab_Draw(Player *player, bool a2)
enum WindowType current_character_screen_window
EGLSurface EGLint EGLint y
GUIWindow_Inventory_CastSpell(unsigned int x, unsigned int y, unsigned int width, unsigned int height, int button, const String &hint=String())
@ WINDOW_CharacterWindow_Inventory
struct ViewingParams * viewparams
void DrawMessageBox(bool inside_game_viewport)
char pPressedKeysBuffer[257]
EGLSurface EGLint EGLint EGLint width
struct KeyboardActionMapping * pKeyActionMap
unsigned int uActiveCharacter
void GameUI_StatusBar_OnEvent(const String &str, unsigned int num_seconds)
void SetCursorImage(const String &name)
std::shared_ptr< IRender > render