Unable undrawing of dialogs used in the title-screen
This sets the restore_ flag to true for the obvious dialogs I've found that are used on the title-screen. Also, make GUI1 dialogs mark all buttons dirty on a DRAW_ALL_EVENT to ensure the buttons get redrawn.
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5 changed files with 9 additions and 0 deletions
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@ -58,6 +58,7 @@ taddon_connect::taddon_connect(std::string& host_name,
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display*)
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: allow_remove_(allow_remove)
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{
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set_restore(true);
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register_text("host_name", false, host_name, true);
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}
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@ -79,6 +79,8 @@ tcampaign_difficulty::tcampaign_difficulty(
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, campaign_id_(campaign["id"])
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, selected_difficulty_()
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{
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set_restore(true);
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// Populate local config with difficulty children
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difficulties_.append_children(campaign, "difficulty");
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@ -30,6 +30,7 @@ public:
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choice_(-1),
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deterministic_(false)
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{
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set_restore(true);
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}
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/***** ***** ***** setters / getters for members ***** ****** *****/
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@ -73,6 +73,7 @@ tnetwork_transmission::tnetwork_transmission(
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, subtitle_(subtitle)
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{
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register_label("title", true, title, false);
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set_restore(true);
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}
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void tnetwork_transmission::set_subtitle(const std::string& subtitle)
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@ -168,6 +168,10 @@ void dialog_frame::handle_event(const SDL_Event& event) {
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if (event.type == DRAW_ALL_EVENT) {
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set_dirty();
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for(std::vector<button *>::iterator it = buttons_->begin(); it != buttons_->end(); ++it) {
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(*it)->set_dirty(true);
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}
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}
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if (event.type == DRAW_EVENT || event.type == DRAW_ALL_EVENT) {
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