Fixed a buffer overflow.
This commit is contained in:
@ -7,8 +7,6 @@
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#include "pokergame.h"
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menulist_t ml;
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bool pokerGameInit(game_t *game) {
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pokergame_t *pokerGame = &game->pokerGame;
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@ -31,11 +29,6 @@ bool pokerGameInit(game_t *game) {
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pokerGameActionStartAdd(pokerGame);
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queueNext(&pokerGame->scene.conversation.actionQueue);
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// TESTING
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menuListInit(&ml, &pokerGame->assets.testTexture);
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menuListAdd(&ml, &pokerGame->assets.font, "One");
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menuListAdd(&ml, &pokerGame->assets.font, "Two");
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return true;
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}
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@ -58,9 +51,6 @@ void pokerGameUpdate(game_t *game) {
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// Render the UI
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vnSceneRenderGui(&pokerGame->scene, &game->engine, &pokerGame->assets.shader);
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pokerUiRender(pokerGame);
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menuListUpdate(&ml, &game->engine);
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menuListRender(&ml, &game->pokerGame.assets.shader);
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}
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void pokerGameDispose(game_t *game) {
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@ -18,15 +18,12 @@ void pokerUiInit(pokergame_t *pokerGame) {
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playerPoker = pokerGame->poker.players + i;
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character = pokerGame->scene.characters + i;
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// Chips label
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labelInit(&playerUi->labelChips);
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playerUi->labelChips.fontSize = 12.0;
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// Name Label
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labelInit(&playerUi->labelName);
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playerUi->labelName.fontSize = 12.0;
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// labelSetText(&playerUi->labelChips, &pokerGame->assets.font, character->name);
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labelInit(&playerUi->labelInfo);
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playerUi->labelInfo.fontSize = 12.0;
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}
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labelInit(&pokerGame->ui.labelGameInfo);
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pokerGame->ui.labelGameInfo.fontSize = 12.0f;
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}
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void pokerUiRender(pokergame_t *pokerGame) {
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@ -35,19 +32,28 @@ void pokerUiRender(pokergame_t *pokerGame) {
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uint8_t i;
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char buffer[256];
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sprintf(buffer, "Pot %i\n", pokerGame->poker.bet.pot);
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labelSetText(&pokerGame->ui.labelGameInfo, &pokerGame->assets.font, buffer);
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pokerGame->ui.labelGameInfo.x = 350;
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labelRender(&pokerGame->ui.labelGameInfo, &pokerGame->assets.shader);
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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break;
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playerUi = pokerGame->ui.players + i;
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playerPoker = pokerGame->poker.players + i;
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// Player Chips
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sprintf(buffer, "%u chips", playerPoker->chips);
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playerUi->labelChips.y = ((float)i+1.0f) * 32.0f;
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labelSetText(&playerUi->labelChips, &pokerGame->assets.font, buffer);
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labelRender(&playerUi->labelChips, &pokerGame->assets.shader);
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// Player Name
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labelRender(&playerUi->labelName, &pokerGame->assets.shader);
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sprintf(buffer, "Player %u - %u chips - %s%s",
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i,
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playerPoker->chips,
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i == POKER_PLAYER_HUMAN_INDEX ? "Human" : "AI",
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i == pokerGame->poker.bet.better ? " Betting" :
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playerPoker->state & POKER_PLAYER_STATE_FOLDED ? " Folded" :
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playerPoker->state & POKER_PLAYER_STATE_OUT ? " Out" :
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""
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);
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playerUi->labelInfo.y = (float)i * 32.0f;
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labelSetText(&playerUi->labelInfo, &pokerGame->assets.font, buffer);
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labelRender(&playerUi->labelInfo, &pokerGame->assets.shader);
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}
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}
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@ -57,6 +63,6 @@ void pokerUiDispose(pokergame_t *pokerGame) {
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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player = pokerGame->ui.players + i;
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labelDispose(&player->labelChips);
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labelDispose(&player->labelInfo);
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}
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}
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@ -1,28 +0,0 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "testscene.h"
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void testSceneInit(testscene_t *scene, game_t *game) {
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assetFontLoad(&scene->font, "fonts/opensans/OpenSans-Bold.ttf");
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assetShaderLoad(&scene->shader,
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"shaders/textured.vert", "shaders/textured.frag"
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);
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}
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void testSceneRender(testscene_t *scene, game_t *game) {
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cameraLookAt(&scene->camera,
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0.5, 0.5, 0.75,
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0.5, 0.5, -0.5
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);
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cameraPerspective(&scene->camera, 75,
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game->engine.render.width/game->engine.render.height, 0.01, 1000.0
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);
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shaderUse(&scene->shader);
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shaderUseCamera(&scene->shader, &scene->camera);
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}
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@ -1,28 +0,0 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include <dawn/dawn.h>
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#include "../display/shader.h"
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#include "../display/camera.h"
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#include "../display/font.h"
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#include "../file/asset.h"
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#include "../display/font.h"
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#include "../display/texture.h"
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#include "../vn/vncharacter.h"
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#include "../vn/conversation/vnconversation.h"
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#include "../vn/conversation/talk.h"
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typedef struct {
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shader_t shader;
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camera_t camera;
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font_t font;
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} testscene_t;
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void testSceneInit(testscene_t *scene, game_t *game);
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void testSceneRender(testscene_t *scene, game_t *game);
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@ -12,6 +12,8 @@ void menuInit(menu_t *menu) {
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menu->selected = 0;
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menu->cursorX = 0;
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menu->cursorY = 0;
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menu->user = NULL;
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menu->onSelect = NULL;
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}
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void menuUpdate(menu_t *menu, engine_t *engine) {
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@ -21,6 +23,13 @@ void menuUpdate(menu_t *menu, engine_t *engine) {
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current = menu->items + menu->selected;
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if(inputIsPressed(&engine->input, INPUT_ACCEPT)) {
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if(menu->onSelect != NULL) {
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menu->onSelect(menu, current, menu->selected, menu->user);
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}
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return;
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}
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// Handle press binds.
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if(inputIsPressed(&engine->input, INPUT_DOWN)) {
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x = 0;
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@ -54,7 +63,7 @@ void menuUpdate(menu_t *menu, engine_t *engine) {
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}
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// Get the item selected
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j = -1;
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j = MENU_ITEMS_MAX;
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for(i = 0; i < menu->itemCount; i++) {
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if(i == menu->selected) continue;
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item = menu->items + i;
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@ -69,7 +78,7 @@ void menuUpdate(menu_t *menu, engine_t *engine) {
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}
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// Was a target found?
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if(j == -1) return;
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if(j == MENU_ITEMS_MAX) return;
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menu->selected = j;
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}
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}
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@ -7,15 +7,27 @@
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#include "menulist.h"
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void _menuListMenuOnSelect(menu_t *menu, menuitem_t *item, uint8_t i, void *u) {
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menulist_t *ml = (menulist_t *)u;
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if(ml->onSelect == NULL) return;
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ml->onSelect(ml, i, ml->user);
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}
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void menuListInit(menulist_t *ml, texture_t *texture) {
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ml->x = 0;
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ml->y = 0;
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ml->onSelect = NULL;
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// Initialize menu
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menuInit(&ml->menu);
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ml->menu.onSelect = &_menuListMenuOnSelect;
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ml->menu.user = (void *)ml;
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// Init the selection rectangle
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rectangleInit(&ml->selection);
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rectangleSetColor(&ml->selection, MENULIST_SELECTION_COLOR);
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// Init the frame
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frameInit(&ml->frame);
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ml->frame.texture = texture;
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}
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@ -12,12 +12,46 @@
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#include "frame.h"
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#include "rectangle.h"
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/** Callback to listen for when the menu is selected. */
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void _menuListMenuOnSelect(menu_t *menu, menuitem_t *item, uint8_t i, void *u);
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/**
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* Initialize a menu list.
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*
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* @param ml Menu List to initialize.
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* @param texture Texture to use for the frame.
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*/
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void menuListInit(menulist_t *ml, texture_t *texture);
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/**
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* Add an item to the menu list.
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*
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* @param ml Menu list to add to.
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* @param font Font to use for the label.
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* @param text Text to add.
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* @return Index that refers to the label/menu item.
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*/
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uint8_t menuListAdd(menulist_t *ml, font_t *font, char *text);
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/**
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* Tick the menu list and listen for input changes.
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*
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* @param ml Menu list to update.
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* @param engine Engine to update with.
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*/
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void menuListUpdate(menulist_t *ml, engine_t *engine);
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/**
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* Render a menu list.
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*
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* @param ml Menu list to render.
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* @param shader Shader to use.
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*/
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void menuListRender(menulist_t *ml, shader_t *shader);
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/**
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* Cleanup a previously created menu list.
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*
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* @param ml Menu list to clean up.
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*/
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void menuListDispose(menulist_t *ml);
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