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- the primary Blood menus are working.
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
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parent
b0a6734915
commit
b372cb5f35
25 changed files with 518 additions and 304 deletions
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@ -70,7 +70,6 @@ int OptionWidth(const char * s)
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void DrawOptionText(int x, int y, int color, const char *text, bool grayed)
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{
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text = *text == '$'? GStrings(text+1) : text;
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PalEntry overlay = grayed? PalEntry(96,48,0,0) : PalEntry(0,0,0);
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DrawText (&twod, OptionFont(), color, x, y, text, DTA_CleanNoMove_1, true, DTA_ColorOverlay, overlay);
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}
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@ -405,7 +404,7 @@ void DOptionMenu::Drawer ()
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if (mDesc->mTitle.IsNotEmpty())
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{
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gi->DrawMenuCaption(origin, mDesc->mTitle);
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gi->DrawMenuCaption(origin, GStrings.localize(mDesc->mTitle));
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}
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mDesc->mDrawTop = y;
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int fontheight = OptionSettings.mLinespacing * CleanYfac_1;
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@ -503,9 +502,7 @@ int FOptionMenuItem::GetIndent()
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{
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if (mCentered) return 0;
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if (screen->GetWidth() < 640) return screen->GetWidth() / 2;
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const char *label = mLabel;
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if (*label == '$') label = GStrings(label+1);
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return OptionWidth(label);
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return OptionWidth(GStrings.localize(mLabel));
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}
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void FOptionMenuItem::drawText(int x, int y, int color, const char * text, bool grayed)
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@ -515,9 +512,7 @@ void FOptionMenuItem::drawText(int x, int y, int color, const char * text, bool
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int FOptionMenuItem::drawLabel(int indent, int y, EColorRange color, bool grayed)
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{
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const char *label = mLabel;
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if (*label == '$') label = GStrings(label+1);
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const char *label = GStrings.localize(mLabel);
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int x;
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int w = OptionWidth(label) * CleanXfac_1;
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if (!mCentered) x = indent - w;
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