<NME> chains.cs
<BEF> ﻿using UnityEngine;
using System.Collections;

public class chains : GuiBase {
	/*GUI Element for switching panel displays but also controls which other GUI elements are displayed.*/
	public static int ActiveControl;
	public static int setControl=-1;

	public void OnClick()
	{
	 switch (ActiveControl)
		{
		case 0://Inventory -> Stats
	}

	public void OnClick()
	{
	if (Dragging==true){return;}
	if (UWHUD.instance.isRotating==true){return;}

	 switch (ActiveControl)
		{
		case UWHUD.HUD_MODE_INVENTORY://Inventory -> Stats
			ActiveControl=UWHUD.HUD_MODE_STATS;
			break;
		case UWHUD.HUD_MODE_STATS://Stats -> Inventory
			ActiveControl=UWHUD.HUD_MODE_INVENTORY;
			break;
		case UWHUD.HUD_MODE_RUNES://Magic -> Inventory
			ActiveControl=UWHUD.HUD_MODE_INVENTORY;
			break;
		default://Not a valid state to switch from
			return;
		}
		Refresh();
	}

	public void Refresh()
	{
		UWHUD.instance.RefreshPanels(ActiveControl);
	}
}


		//Misc controls
		EnableDisableControl("DragonLeft",(((InventoryEnabled) || (StatsEnabled) || (RuneBagEnabled) || (ConversationEnabled)) && (playerUW.playerHud.window.FullScreen==true)));
		EnableDisableControl("DragonRight",(((InventoryEnabled) || (StatsEnabled) || (RuneBagEnabled) || (ConversationEnabled)) && (playerUW.playerHud.window.FullScreen==true)));

		//Cuts
		EnableDisableControl("CutsceneSmall",CutSceneEnabled);

<MSG> Gui_base extended to support draggable UI elements (in fullscreen mode)
Window detect will store the fullscreen and windowed positions of selected ui elements.
<DFF> @@ -1,13 +1,14 @@
 ﻿using UnityEngine;
 using System.Collections;
 
-public class chains : GuiBase {
+public class chains : GuiBase_Draggable {
 	/*GUI Element for switching panel displays but also controls which other GUI elements are displayed.*/
 	public static int ActiveControl;
 	public static int setControl=-1;
 
 	public void OnClick()
 	{
+	if (Dragging==true){return;}
 	 switch (ActiveControl)
 		{
 		case 0://Inventory -> Stats
@@ -256,8 +257,8 @@ public class chains : GuiBase {
 
 
 		//Misc controls
-		EnableDisableControl("DragonLeft",(((InventoryEnabled) || (StatsEnabled) || (RuneBagEnabled) || (ConversationEnabled)) && (playerUW.playerHud.window.FullScreen==true)));
-		EnableDisableControl("DragonRight",(((InventoryEnabled) || (StatsEnabled) || (RuneBagEnabled) || (ConversationEnabled)) && (playerUW.playerHud.window.FullScreen==true)));
+		EnableDisableControl("DragonLeft",(((InventoryEnabled) || (StatsEnabled) || (RuneBagEnabled) || (ConversationEnabled)) && (playerUW.playerHud.window.FullScreen==false)));
+		EnableDisableControl("DragonRight",(((InventoryEnabled) || (StatsEnabled) || (RuneBagEnabled) || (ConversationEnabled)) && (playerUW.playerHud.window.FullScreen==false)));
 
 		//Cuts
 		EnableDisableControl("CutsceneSmall",CutSceneEnabled);

Gui_base extended to support draggable UI elements (in fullscreen mode) Window detect will store the fullscreen and windowed positions of selected ui elements.