5 if (me.srcMulti) me.keepspaceLeft = 0;
6 else me.keepspaceLeft =
min(0.8, absSize.x == 0 ? 0 : (absSize.y / absSize.x));
7 SUPER(
Button).resizeNotify(me, relOrigin, relSize, absOrigin, absSize);
14 SUPER(
Button).configureLabel(me, txt, sz, me.srcMulti ? 0.5 : 0);
23 me.playClickSound(me);
33 if (pos.x < 0) me.pressed = 0;
34 if (pos.y < 0) me.pressed = 0;
35 if (pos.x >= 1) me.pressed = 0;
36 if (pos.y >= 1) me.pressed = 0;
41 this.mouseDrag(
this, pos);
46 me.mouseDrag(me, pos);
51 me.playClickSound(me);
55 me.applyButton.disabled =
false;
56 me.onClick(me, me.onClickEntity);
67 me.focusable = !me.disabled;
74 me.focusable = !me.disabled;
77 if (me.disabled)
draw_alpha *= me.disabledAlpha;
86 else if (me.forcePressed || me.pressed || me.clickTime > 0)
draw_ButtonPicture(bOrigin,
strcat(me.src,
"_c", me.srcSuffix), bSize, me.colorC, 1);
92 if (me.realFontSize_y == 0)
99 bOrigin =
eY * (0.5 * (1 - me.realFontSize.y)) +
eX * (0.5 * (me.keepspaceLeft - me.realFontSize.x));
100 bSize = me.realFontSize;
102 if (me.disabled)
draw_Picture(bOrigin,
strcat(me.src,
"_d", me.srcSuffix), bSize, me.colorD, 1);
103 else if (me.forcePressed || me.pressed || me.clickTime > 0)
draw_Picture(bOrigin,
strcat(me.src,
"_c", me.srcSuffix), bSize, me.colorC, 1);
104 else if (me.focused)
draw_Picture(bOrigin,
strcat(me.src,
"_f", me.srcSuffix), bSize, me.colorF, 1);
110 bOrigin = me.keepspaceLeft *
eX;
111 bSize =
eY +
eX * (1 - me.keepspaceLeft);
113 bOrigin += bSize * (0.5 - 0.5 * me.src2scale);
114 bSize = bSize * me.src2scale;
116 draw_Picture(bOrigin, me.src2, bSize, me.color2, me.alpha2);
121 if (me.clickTime > 0 && me.clickTime <=
frametime)
124 if (!me.disabled && me.onClick)
127 me.applyButton.disabled =
false;
128 me.onClick(me, me.onClickEntity);
129 if(me.disableOnClick)
void DialogOpenButton_Click(entity button, entity tab)
#define METHOD(cname, name, prototype)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
vector(float skel, float bonenum) _skel_get_boneabs_hidden