本文整理汇总了C++中UI_DrawProportionalString函数的典型用法代码示例。如果您正苦于以下问题:C++ UI_DrawProportionalString函数的具体用法?C++ UI_DrawProportionalString怎么用?C++ UI_DrawProportionalString使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了UI_DrawProportionalString函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CG_DrawStats
void CG_DrawStats( char *stats ) {
int i, y, v, j;
#define MAX_STATS_VARS 64
int vars[MAX_STATS_VARS];
char *str, *token;
char *formatStr = NULL; // TTimo: init
int varIndex;
char string[MAX_QPATH];
UI_DrawProportionalString( 320, 120, "MISSION STATS",
UI_CENTER | UI_SMALLFONT | UI_DROPSHADOW, colorWhite );
Q_strncpyz( string, stats, sizeof( string ) );
str = string;
// convert commas to spaces
for ( i = 0; str[i]; i++ ) {
if ( str[i] == ',' ) {
str[i] = ' ';
}
}
for ( i = 0, y = 0, v = 0; statsItems[i].label; i++ ) {
y += statsItems[i].YOfs;
UI_DrawProportionalString( statsItems[i].labelX, y, statsItems[i].label,
statsItems[i].labelFlags, *statsItems[i].labelColor );
if ( statsItems[i].numVars ) {
varIndex = v;
for ( j = 0; j < statsItems[i].numVars; j++ ) {
token = COM_Parse( &str );
if ( !token || !token[0] ) {
CG_Error( "error parsing mission stats\n" );
return;
}
vars[v++] = atoi( token );
}
// build the formatStr
switch ( statsItems[i].numVars ) {
case 1:
formatStr = va( statsItems[i].format, vars[varIndex] );
break;
case 2:
formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1] );
break;
case 3:
formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1], vars[varIndex + 2] );
break;
case 4:
formatStr = va( statsItems[i].format, vars[varIndex], vars[varIndex + 1], vars[varIndex + 2], vars[varIndex + 3] );
break;
}
UI_DrawProportionalString( statsItems[i].formatX, y, formatStr,
statsItems[i].formatFlags, *statsItems[i].formatColor );
}
}
}
示例2: M_MotdMenu_Graphics
/*
=================
M_MotdMenu_Graphics
=================
*/
static void M_MotdMenu_Graphics( void )
{
int i;
int x = 15;
int y = 15;
for (i = s_motdstuff.scrollnum; i < motdtextnum && i < (MIN_MOTD_LINES + s_motdstuff.scrollnum); ++i) {
UI_DrawProportionalString( x, y, motdtext[i], UI_SMALLFONT | UI_LEFT, colorTable[CT_WHITE]);
y += 21;
}
//UI_FrameBottom_Graphics(); // Bottom two thirds
// Print version
UI_DrawProportionalString( 371, 445, Q3_VERSION, UI_TINYFONT, colorTable[CT_BLACK]);
trap_R_SetColor( colorTable[s_motdstuff.quitmenu.color] );
UI_DrawHandlePic(s_motdstuff.quitmenu.generic.x - 14,
s_motdstuff.quitmenu.generic.y,
MENU_BUTTON_MED_HEIGHT, s_motdstuff.quitmenu.height, uis.graphicButtonLeftEnd);
UI_DrawHandlePic(s_motdstuff.disconnect.generic.x - 14,
s_motdstuff.disconnect.generic.y,
MENU_BUTTON_MED_HEIGHT, s_motdstuff.disconnect.height, uis.graphicButtonLeftEnd);
trap_R_SetColor( colorTable[CT_LTBLUE1]); //LTBROWN1]);
UI_DrawHandlePic( 28, 440, 287, 17, uis.whiteShader); // Bottom front Line
UI_DrawHandlePic( 0, 440, 25, 25, s_motdstuff.halfroundl_22);
UI_DrawHandlePic( 319, 440, 25, 25, uis.halfroundr_22);
trap_R_SetColor(NULL);
}
示例3: UI_CreditMenu_Draw_ioq3
/*
===============
UI_CreditMenu_Draw_ioq3
===============
*/
static void UI_CreditMenu_Draw_ioq3( void ) {
int y;
int i;
// These are all people that have made commits to Subversion, and thus
// probably incomplete.
// (These are in alphabetical order, for the defense of everyone's egos.)
static const char *names[] = {
"Tim Angus",
"James Canete",
"Vincent Cojot",
"Ryan C. Gordon",
"Aaron Gyes",
"Zack Middleton",
"Ludwig Nussel",
"Julian Priestley",
"Scirocco Six",
"Thilo Schulz",
"Zachary J. Slater",
"Tony J. White",
"...and many, many others!", // keep this one last.
NULL
};
y = 12;
UI_DrawProportionalString( 320, y, "ioquake3 contributors:", UI_CENTER|UI_SMALLFONT, color_white );
y += 1.42 * PROP_HEIGHT * PROP_SMALL_SIZE_SCALE;
for (i = 0; names[i]; i++) {
UI_DrawProportionalString( 320, y, names[i], UI_CENTER|UI_SMALLFONT, color_white );
y += 1.42 * PROP_HEIGHT * PROP_SMALL_SIZE_SCALE;
}
UI_DrawString( 320, 459, "http://www.ioquake3.org/", UI_CENTER|UI_SMALLFONT, color_red );
}
示例4: DemoMenu_Graphics
/*
=================
DemoMenu_Graphics
=================
*/
static void DemoMenu_Graphics (void)
{
// Draw the basic screen layout
UI_MenuFrame(&s_demos.menu);
UI_DrawProportionalString( 74, 66, "88134-7",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 84, "56-0990",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 188, "3456",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 206, "7618",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 395, "692",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
trap_R_SetColor( colorTable[CT_DKBLUE2]);
UI_DrawHandlePic(30,203, 47, 130, uis.whiteShader); // Top left column square on bottom 2 3rds
UI_DrawHandlePic(30,336, 47, 16, uis.whiteShader); // Middle left column square on bottom 2 3rds
UI_DrawHandlePic(30,355, 47, 34, uis.whiteShader); // Bottom left column square on bottom 2 3rds
// Numbers for left hand side
UI_DrawProportionalString( 74, 206, "52662",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 339, "662",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 358, "101235",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
// Current game box
trap_R_SetColor( colorTable[CT_DKPURPLE2]);
UI_DrawHandlePic(130,64, 88, 24, uis.whiteShader); // Left Side of current game line box 3
UI_DrawHandlePic(218,64, 320, 3, uis.whiteShader); // Top of current game line
UI_DrawHandlePic(218,85, 320, 3, uis.whiteShader); // Bottom of current game line
UI_DrawHandlePic(516,64, 44, 24, uis.whiteShader); // Right side of current game line
UI_DrawHandlePic(113, 64, 32, 32, s_demos.currentGameTopLeft); // Upper left corner of current game box
UI_DrawHandlePic(113, 97, 32, 32, s_demos.currentGameBotLeft); // Bottom left corner of current game box
UI_DrawHandlePic(559, 64, 32, 32, s_demos.currentGameTopRight); // Upper right corner of current game box
UI_DrawHandlePic(552, 97, -32, 32, s_demos.currentGameBotLeft); // Bottom right corner of current game box
UI_DrawHandlePic(113,91, 18, 6, uis.whiteShader); // Left side of current game line
UI_DrawHandlePic(566,91, 18, 6, uis.whiteShader); // Right side of current game line
UI_DrawHandlePic(138,101, 142, 18, uis.whiteShader); // Lower bar to left side of 'engage'
UI_DrawHandlePic(416,101, 143, 18, uis.whiteShader); // Lower bar to right side of 'engage'
// Available Demos
trap_R_SetColor( colorTable[CT_DKPURPLE2]);
UI_DrawHandlePic(189, 168, 32, 32, s_demos.directoryUpperCorner1); // Left Upper corner of directory box
UI_DrawHandlePic(189, 421, 32, 32, s_demos.directoryLowerCorner1); // Left Lower corner of directory box
UI_DrawHandlePic(481, 168, 32, 32, s_demos.directoryUpperCorner2); // Right Upper corner of directory box
UI_DrawHandlePic(470, 421, -32, 32, s_demos.directoryLowerCorner1); // Right Lower corner of directory box
UI_DrawHandlePic(205, 168, 277, 18, uis.whiteShader); // Top bar
UI_DrawHandlePic(189, 193, 16, 224, uis.whiteShader); // Left column
{//TiM - Arrow Boxes
UI_DrawHandlePic(485, 193, 16, 16, uis.whiteShader); // Up Arrow
UI_DrawHandlePic(485, 212, 16, 187, uis.whiteShader); // Right column
UI_DrawHandlePic(485, 402, 16, 16, uis.whiteShader); // Down Arrow
}
UI_DrawHandlePic(205, 424, 277, 8, uis.whiteShader); // Bottom bar
UI_DrawProportionalString( 124, 67, "67B",UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 220, 169, menu_normal_text[MNT_CURRENTDEMOSAVAILABLE], UI_SMALLFONT, colorTable[CT_BLACK]);
}
示例5: UI_DrawProportionalString_AutoWrapped
/*
=================
UI_DrawProportionalString_Wrapped
=================
*/
void UI_DrawProportionalString_AutoWrapped( int x, int y, int xmax, int ystep, const char* str, int style, vec4_t color ) {
int width;
char *s1,*s2,*s3;
char c_bcp;
char buf[1024];
float sizeScale;
if (!str || str[0]=='\0')
return;
sizeScale = UI_ProportionalSizeScale( style );
Q_strncpyz(buf, str, sizeof(buf));
s1 = s2 = s3 = buf;
while (1) {
do {
s3++;
} while (*s3!=' ' && *s3!='\0');
c_bcp = *s3;
*s3 = '\0';
width = UI_ProportionalStringWidth(s1) * sizeScale;
*s3 = c_bcp;
if (width > xmax) {
if (s1==s2)
{
// fuck, don't have a clean cut, we'll overflow
s2 = s3;
}
*s2 = '\0';
UI_DrawProportionalString(x, y, s1, style, color);
y += ystep;
if (c_bcp == '\0')
{
// that was the last word
// we could start a new loop, but that wouldn't be much use
// even if the word is too long, we would overflow it (see above)
// so just print it now if needed
s2++;
if (*s2 != '\0') // if we are printing an overflowing line we have s2 == s3
UI_DrawProportionalString(x, y, s2, style, color);
break;
}
s2++;
s1 = s2;
s3 = s2;
}
else
{
s2 = s3;
if (c_bcp == '\0') // we reached the end
{
UI_DrawProportionalString(x, y, s1, style, color);
break;
}
}
}
}
示例6: ConfirmMenu_Draw
/*
=================
ConfirmMenu_Draw
=================
*/
static void ConfirmMenu_Draw( void ) {
UI_DrawNamedPic( 142, 118, 359, 256, ART_CONFIRM_FRAME );
UI_DrawProportionalString( 320, 204, s_confirm.question, s_confirm.style, color_red );
UI_DrawProportionalString( s_confirm.slashX, 265, "/", UI_LEFT|UI_INVERSE, color_red );
Menu_Draw( &s_confirm.menu );
if( s_confirm.draw ) {
s_confirm.draw();
}
}
示例7: UI_CDKeyMenu_DrawKey
/*
=================
UI_CDKeyMenu_DrawKey
=================
*/
static void UI_CDKeyMenu_DrawKey( void *self ) {
menufield_s *f;
qboolean focus;
int style;
char c;
float *color;
int x, y;
int val;
f = (menufield_s *)self;
focus = (f->generic.parent->cursor == f->generic.menuPosition);
style = UI_LEFT;
if( focus ) {
color = color_yellow;
}
else {
color = color_orange;
}
x = 320 - 8 * BIGCHAR_WIDTH;
y = 240 - BIGCHAR_HEIGHT / 2;
UI_FillRect( x, y, 16 * BIGCHAR_WIDTH, BIGCHAR_HEIGHT, listbar_color );
UI_DrawString( x, y, f->field.buffer, style, color );
// draw cursor if we have focus
if( focus ) {
if ( trap_Key_GetOverstrikeMode() ) {
c = 11;
} else {
c = 10;
}
style &= ~UI_PULSE;
style |= UI_BLINK;
UI_DrawChar( x + f->field.cursor * BIGCHAR_WIDTH, y, c, style, color_white );
}
val = UI_CDKeyMenu_PreValidateKey( f->field.buffer );
if( val == 1 ) {
UI_DrawProportionalString( 320, 376, "Please enter your CD Key", UI_CENTER|UI_SMALLFONT, color_yellow );
}
else if ( val == 0 ) {
UI_DrawProportionalString( 320, 376, "The CD Key appears to be valid, thank you", UI_CENTER|UI_SMALLFONT, color_white );
}
else {
UI_DrawProportionalString( 320, 376, "The CD Key is not valid", UI_CENTER|UI_SMALLFONT, color_red );
}
}
示例8: ServerInfo_MenuDraw
/*
=================
ServerInfo_MenuDraw
=================
*/
static void ServerInfo_MenuDraw( void )
{
const char *s;
char key[MAX_INFO_KEY];
char value[MAX_INFO_VALUE];
int y, i=0;
int keylen, vallen, infonum=-1;
UI_DrawIngameBG();
UI_DrawProportionalString( 320, 110, "SERVER INFO",UI_CENTER|UI_SMALLFONT,color_black);
y = 140;//95;
s = s_serverinfo.info;
s_serverinfo.numdrawn = 0;
while ( s && i < s_serverinfo.numlines ) {
i++;
Info_NextPair( &s, key, value );
if ( !key[0] ) {
break;
}
infonum++;
if(s_serverinfo.firstline>infonum)
continue;
if(y>260) break;
Com_sprintf(key,MAX_INFO_KEY,"%s: ",key);
keylen=Q_PrintStrlen(key);
vallen=Q_PrintStrlen(value);
if(keylen+vallen<20)
{
UI_DrawString(230,y,key,UI_LEFT|UI_SMALLFONT,color_black);
UI_DrawString(230+keylen*8,y,value,UI_LEFT|UI_SMALLFONT,color_blue);
s_serverinfo.numdrawn++;
}
else
{
int i;
// TODO: Also add linebreaks for long keys?
UI_DrawString(230,y,key,UI_LEFT|UI_SMALLFONT,color_black);
for(i=0;i<vallen;i+=20)
{
y += SMALLCHAR_HEIGHT;
if(y>260) break;
UI_DrawString(230,y,va("%20.20s",&value[i]),UI_LEFT|UI_SMALLFONT,color_blue);
s_serverinfo.numdrawn++;
}
}
y += SMALLCHAR_HEIGHT;
}
Menu_Draw( &s_serverinfo.menu );
}
示例9: UI_SaveConfigMenu_SavenameDraw
/*
* UI_SaveConfigMenu_SavenameDraw
*/
static void
UI_SaveConfigMenu_SavenameDraw(void *self)
{
menufield_s *f;
int style;
float *color;
f = (menufield_s*)self;
if(f == Menu_ItemAtCursor(&saveConfig.menu)){
style = UI_LEFT|UI_PULSE|UI_SMALLFONT;
color = text_color_highlight;
}else{
style = UI_LEFT|UI_SMALLFONT;
color = colorRed;
}
UI_DrawProportionalString(320, 192, "Enter filename:", UI_CENTER|
UI_SMALLFONT,
color_orange);
UI_FillRect(f->generic.x, f->generic.y, f->field.widthInChars*
SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT,
colorBlack);
MField_Draw(&f->field, f->generic.x, f->generic.y, style, color);
}
示例10: StartServer_ItemPage_Old_MenuDraw
/*
=================
StartServer_ItemPage_Old_MenuDraw
=================
*/
static void StartServer_ItemPage_Old_MenuDraw(void)
{
int i;
int style;
if (uis.firstdraw) {
// put all the data in place
if (s_itemcontrols_old.ingame_menu) {
StartServer_InGame_Old_Init();
}
else {
StartServer_ItemPage_Old_Load();
}
StartServer_ItemPage_Old_UpdateInterface();
}
StartServer_BackgroundDraw(qfalse);
style = UI_SMALLFONT|UI_DROPSHADOW|UI_INVERSE;
for (i = 0; i < groupInfo_Size; i++)
{
if (!groupInfo[i].title)
continue;
UI_DrawProportionalString( groupInfo[i].x, groupInfo[i].y, groupInfo[i].title, style, color_red );
}
// draw the controls
Menu_Draw(&s_itemcontrols_old.menu);
}
示例11: PlayerSettings_DrawEffects
/*
=================
PlayerSettings_DrawEffects
=================
*/
static void PlayerSettings_DrawEffects( void *self ) {
menulist_s *item, *item1, *item2, *item3;
qboolean focus;
int style;
float *color;
item = (menulist_s *)self;
item1 = &s_playersettings.effects;
item2 = &s_playersettings.effects2;
item3 = &s_playersettings.effects3;
focus = (item1->generic.parent->cursor == item1->generic.menuPosition) ||
(item2->generic.parent->cursor == item2->generic.menuPosition) ||
(item3->generic.parent->cursor == item3->generic.menuPosition);
// focus = (item->generic.parent->cursor == item->generic.menuPosition);
style = UI_LEFT|UI_SMALLFONT;
color = text_color_normal;
if( focus ) {
style |= UI_PULSE;
color = text_color_highlight;
}
if ( item->generic.id == ID_EFFECTS ) UI_DrawProportionalString( item->generic.x, item->generic.y, "Effects", style, color );
focus = (item->generic.parent->cursor == item->generic.menuPosition);
UI_DrawHandlePic( item->generic.x + 64, item->generic.y + PROP_HEIGHT + 8, 128, 8, s_playersettings.fxBasePic );
UI_DrawHandlePic( item->generic.x + 64 + item->curvalue * 16 + 8, item->generic.y + PROP_HEIGHT + 6, 16, 12, s_playersettings.fxPic[item->curvalue] );
}
示例12: CG_DrawInformation
void CG_DrawInformation( void ) {
const char *s;
const char *info;
const char *sysInfo;
//int y;
//int value, valueNOFP;
qhandle_t levelshot;
//char buf[1024];
// int iPropHeight = 18; // I know, this is total crap, but as a post release asian-hack.... -Ste
info = CG_ConfigString( CS_SERVERINFO );
sysInfo = CG_ConfigString( CS_SYSTEMINFO );
s = Info_ValueForKey( info, "mapname" );
levelshot = trap->R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
if ( !levelshot ) {
levelshot = trap->R_RegisterShaderNoMip( "menu/art/unknownmap_mp" );
}
trap->R_SetColor( NULL );
CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );
CG_LoadBar();
// the first 150 rows are reserved for the client connection
// screen to write into
if ( cg.infoScreenText[0] ) {
const char *psLoading = CG_GetStringEdString("MENUS", "LOADING_MAPNAME");
UI_DrawProportionalString( 425, 105, ( const char * ) va(( char * ) /*"Loading... %s"*/ psLoading, cg.infoScreenText),
UI_RIGHT|UI_BIGFONT|UI_DROPSHADOW, colorWhite, FONT_SMALL3 );
} else {
const char *psAwaitingSnapshot = CG_GetStringEdString("MENUS", "AWAITING_SNAPSHOT");
UI_DrawProportionalString( 425, 128-32, ( const char * ) /*"Awaiting snapshot..."*/psAwaitingSnapshot,
UI_RIGHT|UI_INFOFONT|UI_DROPSHADOW, colorWhite, FONT_SMALL3 );
}
// Draw the loading screen tip
if (cg_loadingTips.size() > 0 && cg_displayTipNumber != -1)
{
const char* loadingTip = CG_GetStringEdString2(cg_loadingTips.at(cg_displayTipNumber).tipText);
int x = 320 - CG_Text_Width(loadingTip, 0.3f, FONT_SMALL) / 2;
int y = 440;
CG_Text_Paint(x, y, 0.3, colorWhite, loadingTip, 0, 0, ITEM_TEXTSTYLE_SHADOWED, FONT_SMALL);
}
}
示例13: PlayerModel_DrawPlayer
/*
=======================================================================================================================================
PlayerModel_DrawPlayer
=======================================================================================================================================
*/
static void PlayerModel_DrawPlayer(void *self) {
menubitmap_s *b;
b = (menubitmap_s *)self;
if (trap_MemoryRemaining() <= LOW_MEMORY) {
UI_DrawProportionalString(b->generic.x, b->generic.y + b->height / 2, "LOW MEMORY", UI_LEFT, color_red);
return;
}
UI_DrawPlayer(b->generic.x, b->generic.y, b->width, b->height, &s_playermodel.playerinfo, uis.realtime / 2);
}
示例14: M_NetworkMenu_Graphics
/*
=================
M_NetworkMenu_Graphics
=================
*/
void M_NetworkMenu_Graphics (void)
{
UI_MenuFrame(&networkOptionsInfo.menu);
UI_Setup_MenuButtons();
UI_DrawProportionalString( 74, 66, "925",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 84, "88PK",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 188, "8125",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 206, "358677",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 395, "3-679",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
// Rest of Bottom1_Graphics
trap_R_SetColor( colorTable[CT_LTBROWN1]);
UI_DrawHandlePic( 30, 203, 47, 69, uis.whiteShader); // Top Left column above
UI_DrawHandlePic( 30, 275, 47, 66, uis.whiteShader); // Top Left column middle
UI_DrawHandlePic( 30, 344, 47, 45, uis.whiteShader); // Top Left column below
// Brackets around Video Data
trap_R_SetColor( colorTable[CT_LTPURPLE1]);
UI_DrawHandlePic(158,163, 16, 16, uis.graphicBracket1CornerLU);
UI_DrawHandlePic(158,179, 8, 233, uis.whiteShader);
UI_DrawHandlePic(158,412, 16, -16, uis.graphicBracket1CornerLU); //LD
UI_DrawHandlePic(174,163, 320, 8, uis.whiteShader); // Top line
UI_DrawHandlePic(494,163, 128, 128, networkOptionsInfo.swooshTop); // Top swoosh
UI_DrawHandlePic(501,188, 110, 54, uis.whiteShader); // Top right column
UI_DrawHandlePic(501,245, 110, 100, uis.whiteShader); // Middle right column
UI_DrawHandlePic(501,348, 110, 55, uis.whiteShader); // Bottom right column
UI_DrawHandlePic(494,406, 128, 128, networkOptionsInfo.swooshBottom); // Bottom swoosh
UI_DrawHandlePic(174,420, 320, 8, uis.whiteShader); // Bottom line
}
示例15: Reset_MenuDraw
/*
=================
Reset_MenuDraw
=================
*/
static void Reset_MenuDraw( void ) {
UI_DrawNamedPic( 142, 118, 359, 256, ART_FRAME );
UI_DrawProportionalString( 320, 194 + 10, "RESET GAME?", UI_CENTER|UI_INVERSE, color_red );
UI_DrawProportionalString( s_reset.slashX, 265, "/", UI_LEFT|UI_INVERSE, color_red );
Menu_Draw( &s_reset.menu );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 0, "WARNING: This resets all of the", UI_CENTER|UI_SMALLFONT, color_yellow );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 1, "single player game variables.", UI_CENTER|UI_SMALLFONT, color_yellow );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 2, "Do this only if you want to", UI_CENTER|UI_SMALLFONT, color_yellow );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 3, "start over from the beginning.", UI_CENTER|UI_SMALLFONT, color_yellow );
}