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winwiz.rc
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#include <windows.h>
#include "resource.h"
WINWIZICO ICON "pendant.ico"
#define DONE_WIDTH 40
#define DONE_HEIGHT 20
#define DONE_TOP CL_TOP+5
#define DONE_LEFT 140
#define ATTR_WIDTH (20)
//***************************************************************
// Note: all dialog-box dimensions which are specified
// in resource files are off by a factor of two.
// Yes, this is intentional on Microsoft's part;
// the purpose is to confound programmers who are developing
// Windows apps for the first time.
// Once the application is running, dimensions work normally!!
// See GetDialogBaseUnits() and "DIALOG CONTROL" in MSDN
//***************************************************************
#define FONT_HEIGHT 10
#define STR_WIDTH 60
//*******************************************************************
// keyboard accelerators
//*******************************************************************
IDR_ACCELERATOR1 ACCELERATORS
BEGIN
// VK_F1, IDC_BTN_F1, VIRTKEY, NOINVERT
// VK_LEFT, IDC_VK_LEFT, VIRTKEY, NOINVERT
// VK_UP, IDC_VK_UP, VIRTKEY, NOINVERT
// VK_RIGHT, IDC_VK_RIGHT, VIRTKEY, NOINVERT
// VK_DOWN, IDC_VK_DOWN, VIRTKEY, NOINVERT
"h", IDB_HELP, ASCII, ALT, NOINVERT
"q", IDB_CLOSE, ASCII, ALT, NOINVERT
END
//*******************************************************************
// ElCal calibration dialog
//*******************************************************************
#define PI_X 215
#define PI_Y 4
#define PI_FX (PI_X + 5)
#define TREASURE_EDGE WS_EX_CLIENTEDGE
// #define TREASURE_EDGE WS_EX_STATICEDGE
// IDD_MAIN_DIALOG DIALOG DISCARDABLE 160, 40, 350, 370
IDD_MAIN_DIALOG DIALOGEX 160, 40, 350, 370
STYLE DS_MODALFRAME | WS_POPUP | WS_VISIBLE | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX
// EXSTYLE WS_EX_CONTROLPARENT
CAPTION "Terminal utility"
FONT 10, "Times New Roman"
BEGIN
GROUPBOX " Player Info ", IDC_PIGROUP, PI_X, PI_Y, 130, 108
LTEXT "Strength", IDS_STR, PI_FX, PI_Y+10, 49, 10
LTEXT " ", IDC_STR, PI_FX+50, PI_Y+10, 50, 10, SS_SUNKEN
LTEXT "Dexterity", IDS_DEX, PI_FX, PI_Y+22, 49, 10
LTEXT " ", IDC_DEX, PI_FX+50, PI_Y+22, 50, 10, SS_SUNKEN
LTEXT "Intelligence", IDS_INT , PI_FX, PI_Y+34, 49, 10
LTEXT " ", IDC_INT , PI_FX+50, PI_Y+34, 50, 10, SS_SUNKEN
LTEXT "Hit Points", IDS_HP , PI_FX, PI_Y+46, 49, 10
LTEXT " ", IDC_HP , PI_FX+50, PI_Y+46, 50, 10, SS_SUNKEN
LTEXT "Weapon", IDS_WEAPON, PI_FX, PI_Y+58, 49, 10
LTEXT " ", IDC_WEAPON, PI_FX+50, PI_Y+58, 50, 10, SS_SUNKEN
LTEXT "Armor (points)", IDS_ARMOUR, PI_FX, PI_Y+70, 49, 10
LTEXT " ", IDC_ARMOUR, PI_FX+50, PI_Y+70, 50, 10, SS_SUNKEN
LTEXT "Flares", IDS_FLARES, PI_FX, PI_Y+82, 49, 10
LTEXT " ", IDC_FLARES, PI_FX+50, PI_Y+82, 50, 10, SS_SUNKEN
LTEXT "Gold Pieces", IDS_GP , PI_FX, PI_Y+94, 49, 10
LTEXT " ", IDC_GP , PI_FX+50, PI_Y+94, 50, 10, SS_SUNKEN
CTEXT "Press [H] for Help", IDS_HELP,PI_X, PI_Y+111, 130, 10, SS_SUNKEN | SS_NOTIFY
GROUPBOX " Treasures ", IDC_TRGROUP, PI_X, PI_Y+130, 130, 55
// consider putting frame around the treasures, as I did in led.scroll
// Adding SS_OWNERDRAW to these LTEXT fields, did *not* generate WM_DRAWITEM messages
LTEXT "", IDC_T0, PI_FX, PI_Y+130+10, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_T1, PI_FX+25, PI_Y+130+10, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_T2, PI_FX+50, PI_Y+130+10, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_T3, PI_FX+75, PI_Y+130+10, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_RS, PI_FX+100, PI_Y+130+10, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_T4, PI_FX, PI_Y+130+33, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_T5, PI_FX+25, PI_Y+130+33, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_T6, PI_FX+50, PI_Y+130+33, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_T7, PI_FX+75, PI_Y+130+33, 18, 18, SS_NOTIFY, TREASURE_EDGE
LTEXT "", IDC_OZ, PI_FX+100, PI_Y+130+33, 18, 18, SS_NOTIFY, TREASURE_EDGE
// LTEXT " ", IDC_MAP_AREA, 2, 1, 200, 200, 0, WS_EX_STATICEDGE
LTEXT " ", IDC_MAP_AREA, 2, 1, 200, 200, 0, WS_EX_CLIENTEDGE
// LTEXT " ", IDC_MAP_AREA, 3, 3, 200, 200, WS_EX_CLIENTEDGE // doesn't draw
END
//***************************************************************
// character-creation dialog constants
//***************************************************************
#define DIAG_DX 200
#define DIAG_DY 210
#define CR_LEFT 10
#define CR_TOP 30
#define CR1 (CR_TOP + FONT_HEIGHT)
#define CR2 (CR1 + FONT_HEIGHT + 2)
#define CR3 (CR2 + FONT_HEIGHT + 2)
#define CR4 (CR3 + FONT_HEIGHT + 2)
#define CR_WIDTH 70
#define CR_HEIGHT 60
#define CA_TOP (CR_TOP+CR_HEIGHT+10)
#define CA1 (CA_TOP + FONT_HEIGHT)
#define CA2 (CA1 + FONT_HEIGHT + 2)
#define CA3 (CA2 + FONT_HEIGHT + 2)
#define CA4 (CA3 + FONT_HEIGHT + 2)
#define CW_LEFT (CR_LEFT+CR_WIDTH+20)
#define CWT_LEFT (CW_LEFT+6)
#define CW1 (CA_TOP + FONT_HEIGHT)
#define CW2 (CW1 + FONT_HEIGHT + 2)
#define CW3 (CW2 + FONT_HEIGHT + 2)
#define CW4 (CW3 + FONT_HEIGHT + 2)
#define CL_TOP (CA_TOP+CR_HEIGHT+10)
#define CL_HEIGHT (FONT_HEIGHT+15)
#define CL1 (CL_TOP + FONT_HEIGHT)
#define CT1 CR_TOP
#define CT2 CR1
#define CT3 CR2
#define CT4 CR3
#define CT5 CR4
#define ATTR_LEFT (CW_LEFT+STR_WIDTH+10)
/////////////////////////////////////////////////////////////////////////////
//
// character-creation Dialog
//
// At some point, I probably want to implement these dialog boxes,
// instead of building windows on the fly.
/////////////////////////////////////////////////////////////////////////////
#define STR_WIDTH2 (CR_WIDTH - 10)
IDD_CREATEBOX DIALOG DISCARDABLE 32, 32, DIAG_DX, DIAG_DY
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION
FONT FONT_HEIGHT, "Verdana"
BEGIN
CTEXT "Jac Sabto's Training Center",IDC_STATIC,0,10,DIAG_DX-1,FONT_HEIGHT, SS_SUNKEN
// LTEXT "",IDC_PAINT,114,67,72,72
GROUPBOX "Choose Race",IDC_STATIC,CR_LEFT,CR_TOP,CR_WIDTH,CR_HEIGHT
RADIOBUTTON "H&uman", IDC_HUMAN, 16, CR1, STR_WIDTH,FONT_HEIGHT,WS_GROUP | WS_TABSTOP
RADIOBUTTON "&Dwarf", IDC_DWARF, 16, CR2, STR_WIDTH,FONT_HEIGHT
RADIOBUTTON "&Hobbit",IDC_HOBBIT, 16, CR3, STR_WIDTH,FONT_HEIGHT
RADIOBUTTON "&Elf", IDC_ELF, 16, CR4, STR_WIDTH,FONT_HEIGHT
GROUPBOX "Choose Armour",IDC_STATIC,CR_LEFT,CA_TOP,CR_WIDTH,CR_HEIGHT
RADIOBUTTON "&None (0)", IDC_ANONE, 16, CA1, STR_WIDTH2,FONT_HEIGHT,WS_GROUP | WS_TABSTOP
RADIOBUTTON "&Leather (10)", IDC_ALEATH, 16, CA2, STR_WIDTH2,FONT_HEIGHT
RADIOBUTTON "&Chain (20)", IDC_ACHAIN, 16, CA3, STR_WIDTH2,FONT_HEIGHT
RADIOBUTTON "&Plate (30)", IDC_APLATE, 16, CA4, STR_WIDTH2,FONT_HEIGHT
GROUPBOX "Choose Weapon",IDC_STATIC,CW_LEFT,CA_TOP,CR_WIDTH,CR_HEIGHT
RADIOBUTTON "N&one (0)", IDC_WNONE, CWT_LEFT, CW1, STR_WIDTH2,FONT_HEIGHT,WS_GROUP | WS_TABSTOP
RADIOBUTTON "D&agger (10)", IDC_WDAGGER, CWT_LEFT, CW2, STR_WIDTH2,FONT_HEIGHT
RADIOBUTTON "&Mace (20)", IDC_WMACE, CWT_LEFT, CW3, STR_WIDTH2,FONT_HEIGHT
RADIOBUTTON "&Sword (30)", IDC_WSWORD, CWT_LEFT, CW4, STR_WIDTH2,FONT_HEIGHT
GROUPBOX "Eternal Lamp",IDC_STATIC,CR_LEFT,CL_TOP,CR_WIDTH,CL_HEIGHT
CHECKBOX "&Get Lamp (20)", IDC_LAMP, 16, CL1, STR_WIDTH,FONT_HEIGHT,WS_GROUP | WS_TABSTOP
LTEXT "Gold left:", IDC_STATIC, CW_LEFT, CT1, 45, 10
LTEXT " ", IDC_CCDATA1,CW_LEFT+70, CT1, 15, 10, SS_SUNKEN
LTEXT "Free points:",IDC_STATIC, CW_LEFT, CT2, 45, 10
LTEXT " ", IDC_CCDATA2,CW_LEFT+70, CT2, 15, 10, SS_SUNKEN
LTEXT "Str:", IDC_STATIC, CW_LEFT, CT3, 20, 10
LTEXT " ", IDC_CCDATA3,CW_LEFT+70, CT3, 15, 10, SS_SUNKEN
PUSHBUTTON "+", IDC_STRUP, CW_LEFT+59, CT3+1, 8, 8
PUSHBUTTON "-", IDC_STRDN, CW_LEFT+88, CT3+1, 8, 8
LTEXT "Dex:", IDC_STATIC, CW_LEFT, CT4, 20, 10
LTEXT " ", IDC_CCDATA4,CW_LEFT+70, CT4, 15, 10, SS_SUNKEN
PUSHBUTTON "+", IDC_DEXUP, CW_LEFT+59, CT4+1, 8, 8
PUSHBUTTON "-", IDC_DEXDN, CW_LEFT+88, CT4+1, 8, 8
LTEXT "Int:", IDC_STATIC, CW_LEFT, CT5, 20, 10
LTEXT " ", IDC_CCDATA5,CW_LEFT+70, CT5, 15, 10, SS_SUNKEN
PUSHBUTTON "+", IDC_INTUP, CW_LEFT+59, CT5+1, 8, 8
PUSHBUTTON "-", IDC_INTDN, CW_LEFT+88, CT5+1, 8, 8
DEFPUSHBUTTON "Done",IDOK,DONE_LEFT,DONE_TOP,DONE_WIDTH,DONE_HEIGHT,WS_GROUP
END
//***************************************************************
// vendor-interface dialog constants
//***************************************************************
#define VENDOR_DX 240
#define VENDOR_DY 260
#define VS_LEFT 10
#define VS_TOP 25
#define VS1 (VS_TOP + FONT_HEIGHT)
#define VS2 (VS1 + FONT_HEIGHT + 2)
#define VS3 (VS2 + FONT_HEIGHT + 2)
#define VS4 (VS3 + FONT_HEIGHT + 2)
#define VS5 (VS4 + FONT_HEIGHT + 2)
#define VS6 (VS5 + FONT_HEIGHT + 2)
#define VS7 (VS6 + FONT_HEIGHT + 2)
#define VS8 (VS7 + FONT_HEIGHT + 2)
#define VS_WIDTH 100
#define VS_HEIGHT (VS8 - VS_TOP + 15)
#define VGEM_LEFT (16 + STR_WIDTH)
#define VGEM_VWIDTH 25
#define VWEAP_LEFT (VS_LEFT + VS_WIDTH + 10)
#define CVWEAP_LEFT (VWEAP_LEFT + 6)
#define VWEAP_WIDTH 100
#define VW1 (VS_TOP + FONT_HEIGHT)
#define VW2 (VW1 + FONT_HEIGHT + 2)
#define VW3 (VW2 + FONT_HEIGHT + 2)
#define VW4 (VW3 + FONT_HEIGHT + 2)
#define VARMOR_TOP (VS_TOP + CR_HEIGHT + 19)
#define VA1 (VARMOR_TOP + FONT_HEIGHT)
#define VA2 (VA1 + FONT_HEIGHT + 2)
#define VA3 (VA2 + FONT_HEIGHT + 2)
#define VA4 (VA3 + FONT_HEIGHT + 2)
#define VGP_LEFT (VS_LEFT + 6)
#define GO_TOP (VS_TOP + VS_HEIGHT + 5)
#define VGP_TOP (GO_TOP + FONT_HEIGHT)
#define VDONE_WIDTH 60
#define VDONE_LEFT (VWEAP_LEFT + ((VWEAP_WIDTH/2) - (VDONE_WIDTH/2)))
#define SG_WIDTH 50
#define SG_TOP (DONE_TOP + DONE_HEIGHT + 10)
#define SG_LEFT (VWEAP_LEFT + ((VWEAP_WIDTH/2) - (SG_WIDTH/2)))
/////////////////////////////////////////////////////////////////////////////
//
// Vendor Dialog
//
// At some point, I probably want to implement these dialog boxes,
// instead of building windows on the fly.
/////////////////////////////////////////////////////////////////////////////
#define VSTR_TOP DONE_TOP+20
#define VDEX_TOP DONE_TOP+30
#define VINT_TOP DONE_TOP+40
#define VAT_HEIGHT (75)
#define VL1 (VS_LEFT + ATTR_WIDTH + 16)
#define VL2 (VL1 + VGEM_VWIDTH + 20)
#define VATB_LEFT (VL1 + 27)
#define BTN_DIM 8
IDD_VENDORBOX DIALOG DISCARDABLE 32, 32, VENDOR_DX, VENDOR_DY
STYLE DS_MODALFRAME | WS_POPUP | WS_CAPTION
FONT FONT_HEIGHT, "Verdana"
BEGIN
CTEXT "Seventh-Eel Heaven store",IDC_STATIC,0,10,VENDOR_DX-1,FONT_HEIGHT
GROUPBOX "Gem Sales",IDC_STATIC,VS_LEFT,VS_TOP,VS_WIDTH,VS_HEIGHT
CHECKBOX " Ruby Red" , IDC_GEM1, 16, VS1, STR_WIDTH, FONT_HEIGHT,WS_GROUP | WS_TABSTOP
CHECKBOX " Norn Stone", IDC_GEM2, 16, VS2, STR_WIDTH, FONT_HEIGHT
CHECKBOX " Pale Pearl", IDC_GEM3, 16, VS3, STR_WIDTH, FONT_HEIGHT
CHECKBOX " Opal Eye" , IDC_GEM4, 16, VS4, STR_WIDTH, FONT_HEIGHT
CHECKBOX " Green Gem" , IDC_GEM5, 16, VS5, STR_WIDTH, FONT_HEIGHT
CHECKBOX " Blue Flame", IDC_GEM6, 16, VS6, STR_WIDTH, FONT_HEIGHT
CHECKBOX " Palantir" , IDC_GEM7, 16, VS7, STR_WIDTH, FONT_HEIGHT
CHECKBOX " Silmaril" , IDC_GEM8, 16, VS8, STR_WIDTH, FONT_HEIGHT
RTEXT " ", IDC_TGEM1, VGEM_LEFT, VS1, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
RTEXT " ", IDC_TGEM2, VGEM_LEFT, VS2, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
RTEXT " ", IDC_TGEM3, VGEM_LEFT, VS3, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
RTEXT " ", IDC_TGEM4, VGEM_LEFT, VS4, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
RTEXT " ", IDC_TGEM5, VGEM_LEFT, VS5, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
RTEXT " ", IDC_TGEM6, VGEM_LEFT, VS6, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
RTEXT " ", IDC_TGEM7, VGEM_LEFT, VS7, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
RTEXT " ", IDC_TGEM8, VGEM_LEFT, VS8, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
GROUPBOX "Choose Weapon", IDC_STATIC,VWEAP_LEFT,VS_TOP,VWEAP_WIDTH,CR_HEIGHT
RADIOBUTTON " None (0)", IDC_VWNONE, CVWEAP_LEFT, VW1, STR_WIDTH,FONT_HEIGHT,WS_GROUP | WS_TABSTOP
RADIOBUTTON " Dagger (1250)", IDC_VWDAGGER, CVWEAP_LEFT, VW2, STR_WIDTH,FONT_HEIGHT
RADIOBUTTON " Mace (1500)", IDC_VWMACE, CVWEAP_LEFT, VW3, STR_WIDTH,FONT_HEIGHT
RADIOBUTTON " Sword (2000)", IDC_VWSWORD, CVWEAP_LEFT, VW4, STR_WIDTH,FONT_HEIGHT
GROUPBOX "Choose Armour", IDC_STATIC,VWEAP_LEFT,VARMOR_TOP,VWEAP_WIDTH,CR_HEIGHT
RADIOBUTTON " None (0)", IDC_VANONE, CVWEAP_LEFT, VA1, STR_WIDTH,FONT_HEIGHT,WS_GROUP | WS_TABSTOP
RADIOBUTTON " Leather (1250)", IDC_VALEATH, CVWEAP_LEFT, VA2, STR_WIDTH,FONT_HEIGHT
RADIOBUTTON " Chain (1500)", IDC_VACHAIN, CVWEAP_LEFT, VA3, STR_WIDTH,FONT_HEIGHT
RADIOBUTTON " Plate (2000)", IDC_VAPLATE, CVWEAP_LEFT, VA4, STR_WIDTH,FONT_HEIGHT
GROUPBOX "Current Gold",IDC_STATIC,VS_LEFT,GO_TOP,VS_WIDTH,CL_HEIGHT
LTEXT " ", IDC_VGOLD, VGP_LEFT, VGP_TOP, VGEM_VWIDTH, FONT_HEIGHT
GROUPBOX "Attributes", IDC_STATIC,VS_LEFT,DONE_TOP-5,VS_WIDTH+21,VAT_HEIGHT
LTEXT "Cost *", IDC_STATIC, VL1, DONE_TOP+12, VGEM_VWIDTH, FONT_HEIGHT
LTEXT "Current", IDC_STATIC, VL2, DONE_TOP+5, VGEM_VWIDTH, FONT_HEIGHT
LTEXT "Level", IDC_STATIC, VL2, DONE_TOP+12, VGEM_VWIDTH, FONT_HEIGHT
LTEXT "Str", IDC_STATIC, VS_LEFT+6, VSTR_TOP, ATTR_WIDTH, FONT_HEIGHT
RTEXT " ", IDC_VSTRCOST, VL1, VSTR_TOP, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
PUSHBUTTON "+", IDC_VSTRMORE, VL1+VGEM_VWIDTH+10, VSTR_TOP+1, BTN_DIM, BTN_DIM
RTEXT " ", IDC_VSTRDATA, VL1+VGEM_VWIDTH+21, VSTR_TOP, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
PUSHBUTTON "-", IDC_VSTRLESS, VL1+VGEM_VWIDTH+21+VGEM_VWIDTH+2, VSTR_TOP+1, BTN_DIM, BTN_DIM
LTEXT "Dex", IDC_STATIC, VS_LEFT+6, VDEX_TOP, ATTR_WIDTH, FONT_HEIGHT
RTEXT " ", IDC_VDEXCOST, VL1, VDEX_TOP, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
PUSHBUTTON "+", IDC_VDEXMORE, VL1+VGEM_VWIDTH+10, VDEX_TOP+1, BTN_DIM, BTN_DIM
RTEXT " ", IDC_VDEXDATA, VL1+VGEM_VWIDTH+21, VDEX_TOP, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
PUSHBUTTON "-", IDC_VDEXLESS, VL1+VGEM_VWIDTH+21+VGEM_VWIDTH+2, VDEX_TOP+1, BTN_DIM, BTN_DIM
LTEXT "Int", IDC_STATIC, VS_LEFT+6, VINT_TOP, ATTR_WIDTH, FONT_HEIGHT
RTEXT " ", IDC_VINTCOST, VL1, VINT_TOP, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
PUSHBUTTON "+", IDC_VINTMORE, VL1+VGEM_VWIDTH+10, VINT_TOP+1, BTN_DIM, BTN_DIM
RTEXT " ", IDC_VINTDATA, VL1+VGEM_VWIDTH+21, VINT_TOP, VGEM_VWIDTH, FONT_HEIGHT,0,WS_EX_STATICEDGE
PUSHBUTTON "-", IDC_VINTLESS, VL1+VGEM_VWIDTH+21+VGEM_VWIDTH+2, VINT_TOP+1, BTN_DIM, BTN_DIM
LTEXT "* Number of skill points/1000 GP", IDC_STATIC, VS_LEFT+6, VINT_TOP+FONT_HEIGHT+5, 112, FONT_HEIGHT
PUSHBUTTON "Sell Gems",IDC_SELLGEMS,SG_LEFT,SG_TOP,SG_WIDTH,DONE_HEIGHT,WS_GROUP
DEFPUSHBUTTON "Pay and Exit",IDVOK,VDONE_LEFT,DONE_TOP,VDONE_WIDTH,DONE_HEIGHT,WS_GROUP
END