add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
This commit is contained in:
238
examples/ThirdPartyLibs/Gwen/DragAndDrop.cpp
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238
examples/ThirdPartyLibs/Gwen/DragAndDrop.cpp
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/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#include "Gwen/Gwen.h"
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#include "Gwen/DragAndDrop.h"
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#include "Gwen/Utility.h"
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#include "Gwen/Platform.h"
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using namespace Gwen;
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using namespace Gwen::DragAndDrop;
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DragAndDrop::Package* DragAndDrop::CurrentPackage = NULL;
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Gwen::Controls::Base* DragAndDrop::HoveredControl = NULL;
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Gwen::Controls::Base* DragAndDrop::SourceControl = NULL;
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static Gwen::Controls::Base* LastPressedControl = NULL;
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static Gwen::Controls::Base* NewHoveredControl = NULL;
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static Gwen::Point LastPressedPos;
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void DragAndDrop::ControlDeleted( Gwen::Controls::Base* pControl )
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{
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if ( SourceControl == pControl )
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{
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SourceControl = NULL;
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CurrentPackage = NULL;
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HoveredControl = NULL;
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LastPressedControl = NULL;
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}
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if ( LastPressedControl == pControl )
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LastPressedControl = NULL;
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if ( HoveredControl == pControl )
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HoveredControl = NULL;
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if ( NewHoveredControl == pControl )
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NewHoveredControl = NULL;
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}
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static int m_iMouseX = 0;
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static int m_iMouseY = 0;
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bool DragAndDrop::Start( Gwen::Controls::Base* pControl, Package* pPackage )
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{
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if ( CurrentPackage )
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{
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return false;
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}
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CurrentPackage = pPackage;
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SourceControl = pControl;
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return true;
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}
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bool OnDrop( int x, int y )
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{
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bool bSuccess = false;
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if ( DragAndDrop::HoveredControl )
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{
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DragAndDrop::HoveredControl->DragAndDrop_HoverLeave( DragAndDrop::CurrentPackage );
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bSuccess = DragAndDrop::HoveredControl->DragAndDrop_HandleDrop( DragAndDrop::CurrentPackage, x, y );
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}
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// Report back to the source control, to tell it if we've been successful.
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DragAndDrop::SourceControl->DragAndDrop_EndDragging( bSuccess, x, y );
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DragAndDrop::CurrentPackage = NULL;
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DragAndDrop::SourceControl = NULL;
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return true;
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}
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bool DragAndDrop::OnMouseButton( Gwen::Controls::Base* pHoveredControl, int x, int y, bool bDown )
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{
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if ( !bDown )
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{
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LastPressedControl = NULL;
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// Not carrying anything, allow normal actions
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if ( !CurrentPackage )
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return false;
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// We were carrying something, drop it.
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OnDrop( x, y );
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return true;
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}
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if ( !pHoveredControl ) return false;
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if ( !pHoveredControl->DragAndDrop_Draggable() ) return false;
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// Store the last clicked on control. Don't do anything yet,
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// we'll check it in OnMouseMoved, and if it moves further than
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// x pixels with the mouse down, we'll start to drag.
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LastPressedPos = Gwen::Point( x, y );
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LastPressedControl = pHoveredControl;
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return false;
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}
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bool ShouldStartDraggingControl( int x, int y )
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{
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// We're not holding a control down..
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if ( !LastPressedControl ) return false;
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// Not been dragged far enough
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int iLength = abs( x - LastPressedPos.x ) + abs( y - LastPressedPos.y );
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if ( iLength < 5 ) return false;
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// Create the dragging package
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DragAndDrop::CurrentPackage = LastPressedControl->DragAndDrop_GetPackage( LastPressedPos.x, LastPressedPos.y );
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// We didn't create a package!
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if ( !DragAndDrop::CurrentPackage )
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{
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LastPressedControl = NULL;
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DragAndDrop::SourceControl = NULL;
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return false;
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}
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// Now we're dragging something!
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DragAndDrop::SourceControl = LastPressedControl;
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Gwen::MouseFocus = NULL;
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LastPressedControl = NULL;
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DragAndDrop::CurrentPackage->drawcontrol = NULL;
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// Some controls will want to decide whether they should be dragged at that moment.
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// This function is for them (it defaults to true)
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if ( !DragAndDrop::SourceControl->DragAndDrop_ShouldStartDrag() )
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{
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DragAndDrop::SourceControl = NULL;
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DragAndDrop::CurrentPackage = NULL;
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return false;
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}
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DragAndDrop::SourceControl->DragAndDrop_StartDragging( DragAndDrop::CurrentPackage, LastPressedPos.x, LastPressedPos.y );
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return true;
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}
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void UpdateHoveredControl( Gwen::Controls::Base* pCtrl, int x, int y )
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{
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//
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// We use this global variable to represent our hovered control
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// That way, if the new hovered control gets deleted in one of the
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// Hover callbacks, we won't be left with a hanging pointer.
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// This isn't ideal - but it's minimal.
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//
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NewHoveredControl = pCtrl;
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// Nothing to change..
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if ( DragAndDrop::HoveredControl == NewHoveredControl ) return;
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// We changed - tell the old hovered control that it's no longer hovered.
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if ( DragAndDrop::HoveredControl && DragAndDrop::HoveredControl != NewHoveredControl )
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DragAndDrop::HoveredControl->DragAndDrop_HoverLeave( DragAndDrop::CurrentPackage );
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// If we're hovering where the control came from, just forget it.
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// By changing it to NULL here we're not going to show any error cursors
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// it will just do nothing if you drop it.
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if ( NewHoveredControl == DragAndDrop::SourceControl )
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NewHoveredControl = NULL;
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// Check to see if the new potential control can accept this type of package.
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// If not, ignore it and show an error cursor.
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while ( NewHoveredControl && !NewHoveredControl->DragAndDrop_CanAcceptPackage( DragAndDrop::CurrentPackage ) )
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{
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// We can't drop on this control, so lets try to drop
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// onto its parent..
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NewHoveredControl = NewHoveredControl->GetParent();
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// Its parents are dead. We can't drop it here.
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// Show the NO WAY cursor.
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if ( !NewHoveredControl )
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{
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Platform::SetCursor( CursorType::No );
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}
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}
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// Become out new hovered control
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DragAndDrop::HoveredControl = NewHoveredControl;
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// If we exist, tell us that we've started hovering.
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if ( DragAndDrop::HoveredControl )
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{
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DragAndDrop::HoveredControl->DragAndDrop_HoverEnter( DragAndDrop::CurrentPackage, x, y );
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}
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NewHoveredControl = NULL;
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}
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void DragAndDrop::OnMouseMoved( Gwen::Controls::Base* pHoveredControl, int x, int y )
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{
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// Always keep these up to date, they're used to draw the dragged control.
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m_iMouseX = x;
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m_iMouseY = y;
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// If we're not carrying anything, then check to see if we should
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// pick up from a control that we're holding down. If not, then forget it.
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if ( !CurrentPackage && !ShouldStartDraggingControl( x, y ) )
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return;
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// Swap to this new hovered control and notify them of the change.
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UpdateHoveredControl( pHoveredControl, x, y );
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if ( !HoveredControl ) return;
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// Update the hovered control every mouse move, so it can show where
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// the dropped control will land etc..
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HoveredControl->DragAndDrop_Hover( CurrentPackage, x, y );
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// Override the cursor - since it might have been set my underlying controls
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// Ideally this would show the 'being dragged' control. TODO
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Platform::SetCursor( CursorType::Normal );
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pHoveredControl->Redraw();
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}
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void DragAndDrop::RenderOverlay( Gwen::Controls::Canvas* /*pCanvas*/, Skin::Base* skin )
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{
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if ( !CurrentPackage ) return;
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if ( !CurrentPackage->drawcontrol ) return;
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Gwen::Point pntOld = skin->GetRender()->GetRenderOffset();
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skin->GetRender()->AddRenderOffset( Gwen::Rect( m_iMouseX - SourceControl->X() - CurrentPackage->holdoffset.x, m_iMouseY - SourceControl->Y() - CurrentPackage->holdoffset.y, 0, 0 ) );
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CurrentPackage->drawcontrol->DoRender( skin );
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skin->GetRender()->SetRenderOffset( pntOld );
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}
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