define evenRowBackground = red; //Color { 80, 70, 60 };
define skinTextColor = skinMainColor;
-define skinInactiveTextColor = Color { skinMainColor.r - 20, skinMainColor.g - 20, skinMainColor.b - 20 };
+define skinInactiveTextColor = Color { 0, 51, 108 };
ColorKey skinGradient[3] =
{
class SimSkin_Window : Window
{
- void ShowDecorations(Font captionFont, Surface surface, char * name, bool active, bool moving)
+ void ShowDecorations(Font captionFont, Surface surface, const char * name, bool active, bool moving)
{
bool isNormal = (state == normal || state == maximized);
int top = 0, border = 0, bottom = 0;
void SetWindowMinimum(MinMaxValue * mw, MinMaxValue * mh)
{
- bool isNormal = (state == normal || state == maximized);
+ //bool isNormal = (state == normal || state == maximized);
if(nativeDecorations && rootWindow == this) return;
if(((BorderBits)borderStyle).fixed && (state != maximized || !parent.menuBar))
{
extern int __ecereVMethodID___ecereNameSpace__ecere__gui__Window_OnApplyGraphics;
extern int __ecereVMethodID___ecereNameSpace__ecere__gui__Window_OnRedraw;
-static void Dummy()
+__attribute__((unused)) static void Dummy()
{
- Window a;
+ Window a = null;
a.OnApplyGraphics();
a.OnRedraw(null);
}
{
ButtonState state = this.buttonState;
Bitmap buttonBitmap = bitmap ? bitmap.bitmap : null;
- char * text = this.text;
+ const char * text = this.text;
int offset = (state == down && this.offset) ? 1 : 0;
- Color backColor = background;
+ //Color backColor = background;
int isDefault = this.isDefault;
Font font;
return { faceName = "Verdana", size = 6.5f };
}
- char * ::CursorsBitmaps(uint id, int *hotSpotX, int *hotSpotY, byte ** paletteShades)
+ const char * ::CursorsBitmaps(uint id, int *hotSpotX, int *hotSpotY, byte ** paletteShades)
{
return null;
}