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- use DrawTexture for rendering the menu items.
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1 changed files with 8 additions and 3 deletions
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@ -104,15 +104,20 @@ void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, doub
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shade = 25;
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}
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rotatesprite(160 << 16, int((y + tilesiz[tilenum].y) *65536), zoomsize, 0, tilenum, shade, 0, RS_AUTO|RS_CENTER, 0, 0, xdim, ydim);
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// Todo: Replace the boxes with an empty one and draw the text with a font.
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auto tex = tileGetTexture(tilenum);
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DrawTexture(twod, tex, 160, y + tex->GetDisplayHeight(), DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffset, true,
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DTA_Color, shadeToLight(shade), TAG_DONE);
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// tilesizx is 51
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// tilesizy is 33
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if (state == NIT_SelectedState)
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{
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overwritesprite(62, short(ypos - 12), kMenuCursorTile, 0, 2, kPalNormal);
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overwritesprite(62 + 146, short(ypos - 12), kMenuCursorTile, 0, 10, kPalNormal);
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tex = tileGetTexture(kMenuCursorTile);
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DrawTexture(twod, tex, 62, ypos - 12, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TopLeft, true, TAG_DONE);
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DrawTexture(twod, tex, 207, ypos - 12, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TopLeft, true, DTA_FlipX, true, TAG_DONE);
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}
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}
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