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- added the loading screen - although this will be disabled just like the other games for now.
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@ -128,6 +128,42 @@ void showVictoryScreen(CompletionFunc completion)
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class DWHLoadScreen : public DScreenJob
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{
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MapRecord* rec;
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public:
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DWHLoadScreen(MapRecord* maprec) : DScreenJob(0), rec(maprec) {}
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void drawText(int x, int y, const char* text)
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{
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DrawText(twod, SmallFont, CR_UNTRANSLATED, x - SmallFont->StringWidth(text)/2, y, text, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
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}
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int Frame(uint64_t clock, bool skiprequest)
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{
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twod->ClearScreen();
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DrawTexture(twod, tileGetTexture(MAINMENU), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
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drawText(160, 100, GStrings("TXT_LOADING"));
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drawText(160, 114, GStrings("please wait..."));
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return 0;
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}
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};
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void loadscreen(MapRecord* rec, CompletionFunc func)
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{
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JobDesc job = { Create<DWHLoadScreen>(rec) };
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RunScreenJob(&job, 1, func);
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}
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#if 0
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#if 0
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void orbpic(PLAYER& plr, int currentorb) {
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void orbpic(PLAYER& plr, int currentorb) {
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