Refactor Blind Select Screen. Based on #363 --------- Co-authored-by: emiyl <me@emiyl.com> Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
40 lines
1017 B
C
40 lines
1017 B
C
#include "game/common_ui.h"
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#include "blind_select.h"
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#include "game.h"
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#include "game/main_menu.h"
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#include "game/options_menu.h"
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typedef void (*BackgroundRenderCallback)(void);
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static enum BackgroundId background = BG_NONE;
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// Map to fill in for refactor
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static const BackgroundRenderCallback bgCallbacks[] = {
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[BG_NONE] = NULL,
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[BG_CARD_SELECTING] = NULL,
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[BG_CARD_PLAYING] = NULL,
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[BG_ROUND_END] = NULL,
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[BG_SHOP] = NULL,
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[BG_BLIND_SELECT] = game_blind_select_change_background,
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[BG_OPTIONS_MENU] = game_options_menu_change_background,
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[BG_MAIN_MENU] = game_main_menu_change_background,
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};
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void change_background(enum BackgroundId id, bool force_redraw)
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{
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if (force_redraw)
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{
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background = BG_NONE;
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reset_background();
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}
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if (id != background && bgCallbacks[id] != NULL)
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{
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bgCallbacks[id]();
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}
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background = id;
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// Can be removed once all states have their own "change_background" func
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change_background_legacy(id);
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}
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