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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 10:09:43 +01:00
De-duplicate Graphics::drawmenu() and Graphics::drawlevelmenu()
Graphics::drawmenu() no longer has copy-pasted code for each individual case. Instead, the individual cases have their own adding on to common code, which is far easier to maintain. Also, the only difference Graphics::drawlevelmenu() does is in some y-positioning stuff. There's no reason to make it a whole separate function and duplicate everything AGAIN. So it's been consolidated into Graphics::drawmenu() as well, and I've added a boolean to draw a menu this way if it's the level menu.
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fbfeeaccd1
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3 changed files with 59 additions and 126 deletions
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@ -1293,131 +1293,72 @@ void Graphics::processfade()
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}
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}
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void Graphics::drawmenu( int cr, int cg, int cb )
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void Graphics::drawmenu( int cr, int cg, int cb, bool levelmenu /*= false*/ )
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{
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for (size_t i = 0; i < game.menuoptions.size(); i++)
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{
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if ((int) i == game.currentmenuoption)
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{
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//Draw it highlighted
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if (game.menuoptions[i].active)
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{
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char tempstring[Game::menutextbytes];
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SDL_strlcpy(tempstring, game.menuoptions[i].text, sizeof(tempstring));
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for (size_t ii = 0; ii < SDL_arraysize(tempstring); ii++)
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{
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tempstring[ii] = SDL_toupper(tempstring[ii]);
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}
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char buffer[Game::menutextbytes];
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SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
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Print((i * game.menuspacing) - 16 +game.menuxoff, 140 + (i * 12) +game.menuyoff, buffer, cr, cg, cb);
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}
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else
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{
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char tempstring[Game::menutextbytes];
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SDL_strlcpy(tempstring, game.menuoptions[i].text, sizeof(tempstring));
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char buffer[Game::menutextbytes];
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SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
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//Draw it in gray
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Print((i * game.menuspacing) - 16 +game.menuxoff, 140 + (i * 12)+game.menuyoff, buffer, 128, 128, 128);
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}
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}
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else
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{
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//Draw it normally
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if (game.menuoptions[i].active)
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{
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Print((i * game.menuspacing) +game.menuxoff, 140 + (i * 12)+game.menuyoff, game.menuoptions[i].text, cr, cg, cb);
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}
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else
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{
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//Draw it in gray
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Print((i * game.menuspacing) +game.menuxoff, 140 + (i * 12)+game.menuyoff, game.menuoptions[i].text, 128, 128, 128);
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}
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}
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}
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}
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MenuOption& opt = game.menuoptions[i];
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void Graphics::drawlevelmenu( int cr, int cg, int cb )
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{
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for (size_t i = 0; i < game.menuoptions.size(); i++)
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{
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if ((int) i == game.currentmenuoption)
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int fr, fg, fb;
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if (opt.active)
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{
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if(game.menuoptions.size()-i<=3){
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//Draw it highlighted
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if (game.menuoptions[i].active)
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{
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char tempstring[Game::menutextbytes];
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SDL_strlcpy(tempstring, game.menuoptions[i].text, sizeof(tempstring));
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for (size_t ii = 0; ii < SDL_arraysize(tempstring); ii++)
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{
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tempstring[ii] = SDL_toupper(tempstring[ii]);
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}
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char buffer[Game::menutextbytes];
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SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
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Print((i * game.menuspacing) - 16 +game.menuxoff, 140+8 + (i * 12) +game.menuyoff, buffer, cr, cg, cb);
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}
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else
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{
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char tempstring[Game::menutextbytes];
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SDL_strlcpy(tempstring, game.menuoptions[i].text, sizeof(tempstring));
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char buffer[Game::menutextbytes];
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SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
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//Draw it in gray
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Print((i * game.menuspacing) - 16 +game.menuxoff, 140+8 + (i * 12)+game.menuyoff, buffer, 128, 128, 128);
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}
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}else{
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//Draw it highlighted
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if (game.menuoptions[i].active)
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{
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char tempstring[Game::menutextbytes];
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SDL_strlcpy(tempstring, game.menuoptions[i].text, sizeof(tempstring));
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for (size_t ii = 0; ii < SDL_arraysize(tempstring); ii++)
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{
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tempstring[ii] = SDL_toupper(tempstring[ii]);
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}
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char buffer[Game::menutextbytes];
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SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
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Print((i * game.menuspacing) - 16 +game.menuxoff, 144 + (i * 12) +game.menuyoff, buffer, cr, cg, cb);
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}
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else
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{
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char tempstring[Game::menutextbytes];
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SDL_strlcpy(tempstring, game.menuoptions[i].text, sizeof(tempstring));
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char buffer[Game::menutextbytes];
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SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
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//Draw it in gray
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Print((i * game.menuspacing) - 16 +game.menuxoff, 144 + (i * 12)+game.menuyoff, buffer, 128, 128, 128);
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}
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}
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// Color it normally
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fr = cr;
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fg = cg;
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fb = cb;
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}
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else
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{
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if(game.menuoptions.size()-i<=3){
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//Draw it normally
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if (game.menuoptions[i].active)
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{
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Print((i * game.menuspacing) +game.menuxoff, 140+8 + (i * 12)+game.menuyoff, game.menuoptions[i].text, cr, cg, cb);
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}
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else
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{
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//Draw it in gray
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Print((i * game.menuspacing) +game.menuxoff, 140+8 + (i * 12)+game.menuyoff, game.menuoptions[i].text, 128, 128, 128);
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}
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}else{
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//Draw it normally
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if (game.menuoptions[i].active)
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{
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Print((i * game.menuspacing) +game.menuxoff, 144 + (i * 12)+game.menuyoff, game.menuoptions[i].text, cr, cg, cb);
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}
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else
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{
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//Draw it in gray
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Print((i * game.menuspacing) +game.menuxoff, 144 + (i * 12)+game.menuyoff, game.menuoptions[i].text, 128, 128, 128);
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}
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}
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// Color it gray
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fr = 128;
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fg = 128;
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fb = 128;
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}
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int x = i*game.menuspacing + game.menuxoff;
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int y = 140 + i*12 + game.menuyoff;
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if (levelmenu)
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{
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if (game.menuoptions.size() - i <= 3)
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{
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// We're on "next page", "previous page", or "return to menu". Draw them separated by a bit
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y += 8;
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}
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else
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{
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// Get out of the way of the level descriptions
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y += 4;
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}
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}
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char tempstring[Game::menutextbytes];
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SDL_strlcpy(tempstring, opt.text, sizeof(tempstring));
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char buffer[Game::menutextbytes];
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if ((int) i == game.currentmenuoption)
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{
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if (opt.active)
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{
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// Uppercase the text
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// FIXME: This isn't UTF-8 aware!
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for (size_t ii = 0; ii < SDL_arraysize(tempstring); ii++)
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{
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tempstring[ii] = SDL_toupper(tempstring[ii]);
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}
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}
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// Add brackets
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SDL_snprintf(buffer, sizeof(buffer), "[ %s ]", tempstring);
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// Account for brackets
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x -= 16;
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}
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else
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{
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SDL_strlcpy(buffer, tempstring, sizeof(buffer));
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}
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Print(x, y, buffer, fr, fg, fb);
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}
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}
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@ -46,8 +46,7 @@ public:
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void drawcoloredtile(int x, int y, int t, int r, int g, int b);
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void drawmenu(int cr, int cg, int cb);
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void drawlevelmenu(int cr, int cg, int cb);
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void drawmenu(int cr, int cg, int cb, bool levelmenu = false);
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void processfade();
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@ -1188,14 +1188,7 @@ void titlerender()
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if(tg>255) tg=255;
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if (tb < 0) tb = 0;
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if(tb>255) tb=255;
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if (game.currentmenuname == Menu::levellist)
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{
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graphics.drawlevelmenu(tr, tg, tb);
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}
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else
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{
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graphics.drawmenu(tr, tg, tb);
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}
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graphics.drawmenu(tr, tg, tb, game.currentmenuname == Menu::levellist);
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}
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graphics.drawfade();
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