procedure g_Game_ClearLoading();
procedure g_Game_SetDebugMode();
procedure DrawLoadingStat();
-procedure DrawMenuBackground(tex: AnsiString; ID: DWord);
+procedure DrawMenuBackground(tex: AnsiString);
{ procedure SetWinPause(Enable: Boolean); }
end;
end;
-procedure DrawMenuBackground(tex: AnsiString; ID: DWord);
+procedure DrawMenuBackground(tex: AnsiString);
var
w, h: Word;
+ ID: DWord;
begin
if g_Texture_Get(tex, ID) then
w := round(w * 1.333 * (gScreenHeight / h))
else
w := trunc(w * (gScreenHeight / h));
- e_DrawSize(ID, (gScreenWidth - w) div 2, 0, 0, False, False, w, gScreenHeight);
- end
+ e_DrawSize(ID, (gScreenWidth - w) div 2, 0, 0, False, False, w, gScreenHeight);
+ end
else e_Clear(GL_COLOR_BUFFER_BIT, 0, 0, 0);
end;
begin
if (gState = STATE_MENU) then
begin
- if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then DrawMenuBackground('MENU_BACKGROUND', ID);
+ if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then DrawMenuBackground('MENU_BACKGROUND');
// F3 at menu will show game loading dialog
if e_KeyPressed(IK_F3) then g_Menu_Show_LoadMenu(true);
if (g_ActiveWindow <> nil) then
else
back := 'INTER';
- DrawMenuBackground(back, ID);
+ DrawMenuBackground(back);
DrawCustomStat();
begin
back := 'INTER';
- DrawMenuBackground(back, ID);
+ DrawMenuBackground(back);
DrawSingleStat();
// e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
// //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
// end;
- DrawMenuBackground('MENU_BACKGROUND', ID);
+ DrawMenuBackground('MENU_BACKGROUND');
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
g_Serverlist_Draw(slCurrent, slTable);
end;
tw := round(tw * 1.333 * (gScreenHeight / th))
else
tw := trunc(tw * (gScreenHeight / th));
- e_DrawSize(ID, (gScreenWidth - tw) div 2, 0, 0, False, False, tw, gScreenHeight);
+ e_DrawSize(ID, (gScreenWidth - tw) div 2, 0, 0, False, False, tw, gScreenHeight);
end
else
e_Clear(GL_COLOR_BUFFER_BIT, 0.5, 0.5, 0.5);