#include "ui/menudef.h" #include "ui_mp/common_macro.inc" #include "ui_mp/stats_info.inc" #include "ui/framestyle.inc" #include "ui_mp/newframe.inc" #undef CHOICE_X_START #define CHOICE_X_START 30 #undef CHOICE_Y_START #define CHOICE_Y_START -105 #ifdef PC #define PC_INGAME //for background in overlaybg.inc #endif #define CHOICE_SEP_OFFSET_Y -2 #define CHOICE_SEP_1 5 #include "ui_mp/menustyle.inc" #include "ui/choices_setup_common.menu" #include "ui_mp/overlaybg.inc" #define HIGH_BOUND "1000" #undef BUTTON_BG_X_START #define BUTTON_BG_X_START 30 #undef BUTTON_BG_Y_START #define BUTTON_BG_Y_START 42 #undef CHOICE_TEXTSTYLE #define CHOICE_TEXTSTYLE ITEM_TEXTSTYLE_NORMAL #undef CHOICE_SIZE_X #define CHOICE_SIZE_X 200 #undef CHOICE_HORIZONTAL_ALIGN #define CHOICE_HORIZONTAL_ALIGN HORIZONTAL_ALIGN_LEFT #undef CHOICE_VERTICAL_ALIGN #define CHOICE_VERTICAL_ALIGN VERTICAL_ALIGN_CENTER // ------ #undef ON_ESC #define ON_ESC scriptMenuResponse "back"; { menuDef { name "changeclass" rect 0 0 640 480 HORIZONTAL_ALIGN_FULLSCREEN VERTICAL_ALIGN_FULLSCREEN focuscolor COLOR_FOCUSED style WINDOW_STYLE_EMPTY #ifdef CONSOLE blurWorld 7.0 #endif onOpen { if ( IsSplitscreen() ) { close self; if ( IsViewportLarge() ) { open "changeclass_splitscreen"; } else { open "changeclass_splitscreen_small"; } } else { // update player's XP execNow "statGetByNameInDvar RANKXP ui_stat_rankxp"; if ( dvarString( ui_custom_name ) == "" ) { execnow set ui_custom_name customclass1; } if( dvarString( ui_class ) == "" ) { execnow set ui_class class_smg; } /*set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";*/ setfocusbydvar "ui_customclass_selected"; //focusFirst } if (IsInGame()) { showMenu "pausedbkgnd"; } #ifdef PC setLocalVarBool ui_hide_cac_item_info_highlights 1; #endif // #ifdef PC } onClose { if (IsInGame()) { hideMenu "pausedbkgnd"; } #ifdef PC setLocalVarBool ui_hide_cac_item_info_highlights 0; #endif // #ifdef PC } onEsc { ON_ESC } execkeyint BUTTON_START { close self; } #ifndef PC // background overlay #include "ui_mp/ingamebg.inc" #endif // background overlay // ------------------ TREE TITLE ------------------ CHOICE_MENU_TITLE_ALIGN_VIS( "@MPUI_CHOOSE_CLASS_CAPS", HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP, ITEM_ALIGN_MIDDLE_LEFT, 1 ) //========================================================================= //================ MENU SELECTION FOR ONLINE/OFFLINE GAME ================= //========================================================================= #define IS_ONLINE_GAME ( dvarInt( splitscreen ) == 0 && dvarInt( systemlink ) == 0 ) #define IS_BASICTRAINING_GAME ( dvarInt( xblive_basictraining ) > 0 ) #define FOCUS_CHECK( pnum ) \ dvartest "ui_customclass_selected" focusdvar { pnum } #define ACTION_COMMON( pnum ) \ setDvar ui_customclass_selected pnum; #define SHOW_ONLINE_CLASS_NAME ( IS_ONLINE_GAME && !IS_BASICTRAINING_GAME ) #define CUSTOM_CLASS_TEXT( online, offline ) \ Select( SHOW_ONLINE_CLASS_NAME, dvarString( online ), dvarString( offline ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 1, CUSTOM_CLASS_TEXT( customclass1, offline_customclass1 ), scriptMenuResponse "custom1,0"; ACTION_COMMON( 6 ), exec "set ui_custom_name customclass1; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 6 ) ) FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 1, CUSTOM_CLASS_TEXT( customclass1, offline_customclass1 ), ;, ;, IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 2, CUSTOM_CLASS_TEXT( customclass2, offline_customclass2 ), scriptMenuResponse "custom2,0"; ACTION_COMMON( 7 ), exec "set ui_custom_name customclass2; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 7 ) ) FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 2, CUSTOM_CLASS_TEXT( customclass2, offline_customclass2 ), ;, ;, IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 3, CUSTOM_CLASS_TEXT( customclass3, offline_customclass3 ), scriptMenuResponse "custom3,0"; ACTION_COMMON( 8 ), exec "set ui_custom_name customclass3; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 8 ) ) FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 3, CUSTOM_CLASS_TEXT( customclass3, offline_customclass3 ), ;, ;, IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 4, CUSTOM_CLASS_TEXT( customclass4, offline_customclass4 ), scriptMenuResponse "custom4,0"; ACTION_COMMON( 9 ), exec "set ui_custom_name customclass4; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 9 ) ) FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 4, CUSTOM_CLASS_TEXT( customclass4, offline_customclass4 ), ;, ;, IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 5, CUSTOM_CLASS_TEXT( customclass5, offline_customclass5 ), scriptMenuResponse "custom5,0"; ACTION_COMMON( 10 ), exec "set ui_custom_name customclass5; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), FOCUS_CHECK( 10 ) ) FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 5, CUSTOM_CLASS_TEXT( customclass5, offline_customclass5 ), ;, ;, IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ), decoration ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, "@CLASS_CLASS1", scriptMenuResponse "smg_mp,0"; ACTION_COMMON( 1 ), exec "set ui_class class_smg; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";, ;, ( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) || IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_1 ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 1 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 6, dvarString( prestigeclass1 ), scriptMenuResponse "prestige1,0"; ACTION_COMMON( 11 ), exec "set ui_custom_name prestigeclass1; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, ( !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_1 ) && ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) ) && IS_ONLINE_GAME ), FOCUS_CHECK( 1 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 7, "@CLASS_CLASS2", scriptMenuResponse "cqb_mp,0"; ACTION_COMMON( 2 ), exec" set ui_class class_cqb; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";, ;, ( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) || IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_2 ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 2 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 7, dvarString( prestigeclass2 ), scriptMenuResponse "prestige2,0"; ACTION_COMMON( 12 ), exec "set ui_custom_name prestigeclass2; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, ( !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_2 ) && ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) ) && IS_ONLINE_GAME ), FOCUS_CHECK( 2 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 8, "@CLASS_CLASS3", scriptMenuResponse "assault_mp,0"; ACTION_COMMON( 3 ), exec "set ui_class class_assault; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0";, ;, ( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) || IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_3 ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 3 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 8, dvarString( prestigeclass3 ), scriptMenuResponse "prestige3,0"; ACTION_COMMON( 13 ), exec "set ui_custom_name prestigeclass3; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND;, ;, ( !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_3 ) && ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) ) && IS_ONLINE_GAME ), FOCUS_CHECK( 3 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 9, "@CLASS_CLASS4", scriptMenuResponse "lmg_mp,0"; ACTION_COMMON( 4 ), exec "set ui_class class_lmg; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0"; CLEAR_ITEM_NEW( FEATURE_CLOSEASSAULT ), ;, ( ( !IS_ITEM_LOCKED( FEATURE_CLOSEASSAULT ) && ( IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_4 ) || ( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_4 ) ) ) ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 4 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 9, dvarString( prestigeclass4 ), scriptMenuResponse "prestige4,0";ACTION_COMMON( 14 ), exec "set ui_custom_name prestigeclass4; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND; CLEAR_ITEM_NEW( FEATURE_CLOSEASSAULT ), ;, ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_4 ) && IS_ONLINE_GAME ), FOCUS_CHECK( 4 ) ) FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 9, "@CLASS_CLASS4", ;, ;, ( IS_ITEM_LOCKED( FEATURE_CLOSEASSAULT ) && IS_ONLINE_GAME ), decoration FOCUS_CHECK( 4 ) ) CHOICE_NEWICON_VIS( 9, "menu_mp_lobby_new", when( ( IS_ITEM_NEW( FEATURE_CLOSEASSAULT ) ) && IS_ONLINE_GAME ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 10, "@CLASS_CLASS5", scriptMenuResponse "sniper_mp,0"; ACTION_COMMON( 5 ), exec" set ui_class class_sniper; set ui_multi_s "HIGH_BOUND"; set ui_multi_dt 0"; CLEAR_ITEM_NEW( FEATURE_SNIPER ), ;, ( ( !IS_ITEM_LOCKED( FEATURE_SNIPER ) && ( IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_5 ) || ( IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_5 ) ) ) ) || !IS_ONLINE_GAME ), FOCUS_CHECK( 5 ) ) FRAME_CHOICE_BUTTON_FOCUS_VIS_EX( 10, dvarString( prestigeclass5 ), scriptMenuResponse "prestige5,0"; ACTION_COMMON( 15 ), exec "set ui_custom_name prestigeclass5; set ui_multi_s 0; set ui_multi_dt "HIGH_BOUND; CLEAR_ITEM_NEW( FEATURE_SNIPER ), ;, ( !IS_ITEM_LOCKED( FEATURE_CREATE_A_CLASS ) && !IS_ITEM_LOCKED( FEATURE_PRESTIGE_CLASS_5 ) && IS_ONLINE_GAME ), FOCUS_CHECK( 5 ) ) FRAME_CHOICE_DBUTTON_FOCUS_VIS_EX( 10, "@CLASS_CLASS5", ;, ;, ( IS_ITEM_LOCKED( FEATURE_SNIPER ) && IS_ONLINE_GAME ), decoration FOCUS_CHECK( 5 ) ) CHOICE_NEWICON_VIS( 10, "menu_mp_lobby_new", when( ( IS_ITEM_NEW( FEATURE_SNIPER ) ) && IS_ONLINE_GAME ) ) #define DATA_TABLE_PRIMARY_GRENADE GetDefaultClassSlot( dvarstring( ui_class ), "primarygrenade" ) #define DATA_TABLE_PRIMARY GetDefaultClassSlot( dvarstring( ui_class ), "primary" ) // no default attachments or camo for now #define DATA_TABLE_PRIMARY_ATTACHMENT 0 #define DATA_TABLE_PRIMARY_CAMO 0 #define DATA_TABLE_SECONDARY GetDefaultClassSlot( dvarstring( ui_class ), "secondary" ) // no default attachments or camo for now #define DATA_TABLE_SECONDARY_ATTACHMENT 0 #define DATA_TABLE_SECONDARY_CAMO 0 #define DATA_TABLE_SPECIALTY1 GetDefaultClassSlot( dvarstring( ui_class ), "specialty1" ) #define DATA_TABLE_SPECIALTY2 GetDefaultClassSlot( dvarstring( ui_class ), "specialty2" ) #define DATA_TABLE_SPECIALTY3 GetDefaultClassSlot( dvarstring( ui_class ), "specialty3" ) #define DATA_TABLE_EQUIPMENT GetDefaultClassSlot( dvarstring( ui_class ), "equipment" ) #define DATA_TABLE_SPECIAL_GRENADE GetDefaultClassSlot( dvarstring( ui_class ), "specialgrenade" ) #define DATA_TABLE_BODY GetDefaultClassSlot( dvarstring( ui_class ), "body" ) #define DATA_TABLE_DEATHSTREAK GetDefaultClassSlot( dvarstring( ui_class ), "deathstreak" ) #define DATA_TABLE_KILLSTREAK_TIER1 GetDefaultClassSlot( dvarstring( ui_class ), "killstreak1" ) #define DATA_TABLE_KILLSTREAK_TIER2 GetDefaultClassSlot( dvarstring( ui_class ), "killstreak2" ) #define DATA_TABLE_KILLSTREAK_TIER3 GetDefaultClassSlot( dvarstring( ui_class ), "killstreak3" ) /* ==================================== custom classes ============================================= */ #define STATS_PRIMARY getCACItemIndex( ( dvarString( ui_custom_name ) ), "primary" ) #define STATS_PRIMARY_ATTACHMENT getCACItemIndex( ( dvarString( ui_custom_name ) ), "primaryattachment" ) #define STATS_PRIMARY_CAMO getCACItemIndex( ( dvarString( ui_custom_name ) ), "primarycamo" ) #define STATS_SECONDARY getCACItemIndex( ( dvarString( ui_custom_name ) ), "secondary" ) #define STATS_SECONDARY_ATTACHMENT getCACItemIndex( ( dvarString( ui_custom_name ) ), "secondaryattachment" ) #define STATS_SECONDARY_CAMO getCACItemIndex( ( dvarString( ui_custom_name ) ), "secondarycamo" ) #define STATS_PRIMARY_GRENADE getCACItemIndex( ( dvarString( ui_custom_name ) ), "primarygrenade" ) #define STATS_SPECIALTY1 getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialty1" ) #define STATS_SPECIALTY2 getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialty2" ) #define STATS_SPECIALTY3 getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialty3" ) #define STATS_EQUIPMENT getCACItemIndex( ( dvarString( ui_custom_name ) ), "equipment" ) #define STATS_SPECIAL_GRENADE getCACItemIndex( ( dvarString( ui_custom_name ) ), "specialgrenade" ) #define STATS_BODY getCACItemIndex( ( dvarString( ui_custom_name ) ), "body" ) #define STATS_DEATHSTREAK getCACItemIndex( "cacLoadouts", "deathstreak" ) #define STATS_KILLSTREAK_TIER1 getCACItemIndex( "cacLoadouts", "killstreak1" ) #define STATS_KILLSTREAK_TIER2 getCACItemIndex( "cacLoadouts", "killstreak2" ) #define STATS_KILLSTREAK_TIER3 getCACItemIndex( "cacLoadouts", "killstreak3" ) #include "ui/safearea.menu" /* ================================================================================= */ /* ================================ LOADOUT DISPLAY ================================ */ /* ================================================================================= */ #define STAT_CAC_PRIMARY_GRENADE int(min( STATS_PRIMARY_GRENADE + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_GRENADE + dvarInt(ui_multi_dt) )) #define STAT_CAC_PRIMARY int(min( STATS_PRIMARY + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY + dvarInt(ui_multi_dt) )) #define STAT_CAC_PRIMARY_ATTACHMENT int(min( STATS_PRIMARY_ATTACHMENT + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_ATTACHMENT + dvarInt(ui_multi_dt) )) #define STAT_CAC_PRIMARY_CAMO int(min( STATS_PRIMARY_CAMO + dvarInt(ui_multi_s), DATA_TABLE_PRIMARY_CAMO + dvarInt(ui_multi_dt) )) #define STAT_CAC_SECONDARY int(min( STATS_SECONDARY + dvarInt(ui_multi_s), DATA_TABLE_SECONDARY + dvarInt(ui_multi_dt) )) #define STAT_CAC_SECONDARY_ATTACHMENT int(min( STATS_SECONDARY_ATTACHMENT + dvarInt(ui_multi_s), DATA_TABLE_SECONDARY_ATTACHMENT + dvarInt(ui_multi_dt) )) #define STAT_CAC_SECONDARY_CAMO int(min( STATS_SECONDARY_CAMO + dvarInt(ui_multi_s), DATA_TABLE_SECONDARY_CAMO + dvarInt(ui_multi_dt) )) #define STAT_CAC_SPECIALTY1 int(min( STATS_SPECIALTY1 + dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY1 + dvarInt(ui_multi_dt) )) #define STAT_CAC_SPECIALTY2 int(min( STATS_SPECIALTY2 + dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY2 + dvarInt(ui_multi_dt) )) #define STAT_CAC_SPECIALTY3 int(min( STATS_SPECIALTY3 + dvarInt(ui_multi_s), DATA_TABLE_SPECIALTY3 + dvarInt(ui_multi_dt) )) #define STAT_CAC_EQUIPMENT int(min( STATS_EQUIPMENT + dvarInt(ui_multi_s), DATA_TABLE_EQUIPMENT + dvarInt(ui_multi_dt) )) #define STAT_CAC_SPECIAL_GRENADE int(min( STATS_SPECIAL_GRENADE + dvarInt(ui_multi_s), DATA_TABLE_SPECIAL_GRENADE + dvarInt(ui_multi_dt) )) #define STAT_CAC_BODY int(min( STATS_BODY + dvarInt(ui_multi_s), DATA_TABLE_BODY + dvarInt(ui_multi_dt) )) #define STAT_CAC_DEATHSTREAK int(min( STATS_DEATHSTREAK + dvarInt(ui_multi_s), DATA_TABLE_DEATHSTREAK + dvarInt(ui_multi_dt) )) #define STAT_CAC_KILLSTREAK_TIER1 STATS_KILLSTREAK_TIER1 #define STAT_CAC_KILLSTREAK_TIER2 STATS_KILLSTREAK_TIER2 #define STAT_CAC_KILLSTREAK_TIER3 STATS_KILLSTREAK_TIER3 #define FIRST_ATTACHMENT_PRIMARY_WEAPON \ Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_PRIMARY, 0 ), -1 ) #define SECOND_ATTACHMENT_PRIMARY_WEAPON \ Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_PRIMARY, 1 ), -1 ) #define FIRST_ATTACHMENT_SECONDARY_WEAPON \ Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_SECONDARY, 0 ), -1 ) #define SECOND_ATTACHMENT_SECONDARY_WEAPON \ Select( dvarInt( ui_multi_s ) == 0, GetItemEquippedAttachment( dvarString( ui_custom_name ), STAT_CAC_SECONDARY, 1 ), -1 ) // Frame setup #define CAC_HEIGHT NEW_FRAME_DEFAULT_HEIGHT #define CAC_WIDTH ( CAC_HEIGHT * FRAME_ASPECT_RATIO ) #define COMMON_ITEM_INFO_X ( -(NEW_FRAME_BUTTON_WIDTH+20) - 30 ) #define COMMON_ITEM_INFO_Y ( -CAC_HEIGHT/2 + NEW_FRAME_BG_Y_OFFSET( CAC_HEIGHT ) ) #define COMMON_ITEM_HORIZONTAL_ALIGN HORIZONTAL_ALIGN_RIGHT #include "ui_mp/cac_item_info.inc" // Back button #ifdef PC NEW_FRAME_BACK_BUTTON_ACTION( 640, 480, ON_ESC ) #else //#ifdef PC PREPROC_TEXT_DRAW_VIS( CHOICE_X_START -17 50 17 CHOICE_HORIZONTAL_ALIGN VERTICAL_ALIGN_BOTTOM, 0 0, "@PLATFORM_BACK", TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_BOTTOM_LEFT, 1 1 1 1, 1 ) #endif //#ifdef PC } }