#include "UI/FrameSkin.h" #include "Resource/ResourceMgr.h" #include "Resource/TextureNames.h" #include "UI/Window/WindowBorder.h" // OFFSET: 0x009E6C70 // FUNCTION: fn_14470 void CUIFrameWnd::RefreshSkinColors() { if (!this->m_resolveSkin) { return; } if (this->m_hasSkinColors) { this->m_backgroundColor = SkinPaletteColor(ResourceMgr::Instance(), *this->m_textureNames, this->m_backgroundCell, this->m_resolveSkin); this->m_borderColor = SkinPaletteColor(ResourceMgr::Instance(), *this->m_textureNames, this->m_borderCell, this->m_resolveSkin); } for (UIWindow* child : this->m_children) { child->Slot52(this->m_resolveSkin); } } // OFFSET: 0x009E6CF0 // FUNCTION: fn_14471 void CUIFrameWnd::Paint() { if (this->m_hasSkinColors) { this->ClearSurface(0xFFFF00FF); this->FillRegion(1, 1, this->geometry.width - 2, this->geometry.height - 2, this->m_backgroundColor); DrawRoundedBorder(*this, 0, 0, this->geometry.width, this->geometry.height, this->m_borderColor); } if (this->m_buttonBarStyle > 0) { this->DrawButtonBar(*this->m_textureNames, this->m_buttonBarStyle - 1, 0, 1); } } // OFFSET: 0x009E6D60 // FUNCTION: fn_14472 void CUIFrameWnd::SetSkinColors(int backgroundColumn, int backgroundRow, int borderColumn, int borderRow) { this->m_backgroundCell.column = backgroundColumn; this->m_backgroundCell.row = backgroundRow; this->m_borderCell.column = borderColumn; this->m_borderCell.row = borderRow; this->m_hasSkinColors = true; this->m_backgroundColor = SkinPaletteColor(ResourceMgr::Instance(), *this->m_textureNames, this->m_backgroundCell, this->m_resolveSkin); this->m_borderColor = SkinPaletteColor(ResourceMgr::Instance(), *this->m_textureNames, this->m_borderCell, this->m_resolveSkin); }