mirror of
https://github.com/simtactics/mysimulation.git
synced 2025-07-04 21:50:35 -04:00
Graphics: Added font rendering functions Graphics::DrawText and Graphics::StringImage.
FileHandler: Added support for wav Audio: Added support to play back a sound with XAudio2. We can't delete sounds until we make our own system to keep track of available voices. LoginScreen scene: Upped framerate from 15fps to tickless, and added new logic to clone the scrolling text at the bottom. All of it.
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64a5c0a425
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06f13d50ac
14 changed files with 429 additions and 162 deletions
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@ -53,27 +53,62 @@ class Scene {
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virtual ~Scene() {};
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};
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static const wchar_t * const StatusStrings[] = {
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L"Extruding Terrain Web",
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L"Adjusting Emotional Weights",
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L"Calibrating Personality Matrix",
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L"Calculating Domestic Coefficients",
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L"Readjusting Career Ladder",
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L"Accessing Money Supply",
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L"Hacking the Social Network",
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L"Tweaking Chaos Control",
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L"Downloading Reticulated Splines"
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};
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enum {
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IMG_COPYRIGHT,
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IMG_STATUS, //value = 1..9
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IMG_COUNT = 10
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};
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enum {
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TEX_EAGAMES,
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TEX_MAXIS,
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TEX_SETUP,
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TEX_COUNT
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TEX_COPYRIGHT,
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TEX_STATUS, //value = 4..12
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TEX_COUNT = 13
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};
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static const char * const images[] = {"eagames.bmp", "maxis.png", "setup.bmp"};
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enum {
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SND_LOADLOOP,
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SND_COUNT
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};
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static const char * const sounds[] = {"loadloop.wav"};
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class LoginScreen : public Scene {
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enum { Screen_EAGames, Screen_Maxis, Screen_Setup } Screen;
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float Time;
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float ScrollPos;
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Image_t * image[IMG_COUNT];
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GLuint texture[TEX_COUNT];
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PlayableSound_t * sound[SND_COUNT];
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public:
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LoginScreen() : Scene(1.0f/15){
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LoginScreen() : Scene(0){
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Screen = Screen_EAGames;
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Time = 0;
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ScrollPos = -1;
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memset(image, 0, IMG_COUNT * sizeof(Image_t *));
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memset(texture, 0, TEX_COUNT * sizeof(GLuint));
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memset(sound, 0, SND_COUNT * sizeof(PlayableSound_t *));
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glMatrixMode(GL_TEXTURE);
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glGenTextures(TEX_COUNT, texture);
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for(int i=0; i<TEX_COUNT; i++){
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for(int i=TEX_EAGAMES; i<=TEX_SETUP; i++){
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Image_t * Image = File::ReadImageFile(images[i]);
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if(!Image){
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const char * Message;
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@ -117,15 +152,100 @@ class LoginScreen : public Scene {
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free(Image->Data);
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free(Image);
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}
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image[IMG_COPYRIGHT] = Graphics::StringImage(L"(c) 2002, 2003 Electronic Arts Inc. All rights reserved.",
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0, RGB(0xef, 0xe3, 0x8c));
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if(image[IMG_COPYRIGHT] == NULL){
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EXIT_SCENE();
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}
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glBindTexture(GL_TEXTURE_2D, texture[TEX_COPYRIGHT]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image[IMG_COPYRIGHT]->Width, image[IMG_COPYRIGHT]->Height, 0, GL_BGRA,
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GL_UNSIGNED_BYTE, image[IMG_COPYRIGHT]->Data);
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free(image[IMG_COPYRIGHT]->Data);
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for(int i=0; i<9; i++){
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image[IMG_STATUS+i] = Graphics::StringImage(StatusStrings[i], 0, RGB(0xef, 0xe3, 0x8c));
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if(image[IMG_STATUS+i] == NULL){
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EXIT_SCENE();
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}
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glBindTexture(GL_TEXTURE_2D, texture[TEX_STATUS+i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image[IMG_STATUS+i]->Width, image[IMG_STATUS+i]->Height, 0, GL_BGRA,
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GL_UNSIGNED_BYTE, image[IMG_STATUS+i]->Data);
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free(image[IMG_STATUS+i]->Data);
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}
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for(int i=0; i<SND_COUNT; i++){
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Sound_t * Sound = File::ReadSoundFile(sounds[i]);
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if(!Sound){
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const char * Message;
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switch(File::Error){
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case FERR_NOT_FOUND:
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Message = "%s does not exist.";
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break;
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case FERR_OPEN:
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Message = "%s could not be opened for reading.";
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break;
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case FERR_BLANK:
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case FERR_UNRECOGNIZED:
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case FERR_INVALIDDATA:
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Message = "%s is corrupt or invalid.";
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break;
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case FERR_MEMORY:
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Message = "Memory for %s could not be allocated.";
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break;
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default:
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Message = "%s could not be read.";
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}
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char Buffer[1024];
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sprintf(Buffer, Message, sounds[i]);
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MessageBox(Window::hWnd, Buffer, NULL, MB_OK | MB_ICONERROR);
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EXIT_SCENE();
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}
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sound[i] = Audio::LoadSound(Sound);
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free(Sound);
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if(!sound){
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MessageBox(Window::hWnd, "Sound could not be created", NULL, MB_OK | MB_ICONERROR);
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EXIT_SCENE();
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}
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Audio::PlaySound(sound[i]);
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}
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}
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~LoginScreen(){
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for(int i=0; i<IMG_COUNT; i++){ if(image[i]) free(image[i]); }
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glDeleteTextures(TEX_COUNT, texture);
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for(int i=0; i<SND_COUNT; i++){
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if(sound[i]){
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Audio::DeleteSound(sound[i]);
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free(sound[i]->Data);
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free(sound[i]);
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}
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}
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}
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private:
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int Run(float TimeDelta){
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Time += TimeDelta;
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if(ScrollPos != 8){
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ScrollPos += TimeDelta*0.75;
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if(ScrollPos > 8) ScrollPos = 8;
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}
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if(Screen != Screen_Setup && Time >= 4.0){
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Screen = (Screen==Screen_EAGames) ? Screen_Maxis : Screen_Setup;
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Time = 0;
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}
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if(System::UserInput.CloseWindow){
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return SCENE_EXIT;
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@ -136,12 +256,34 @@ class LoginScreen : public Scene {
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public:
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void Render(){
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glMatrixMode(GL_TEXTURE);
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glBindTexture(GL_TEXTURE_2D, texture[(Time>=4) + (Time>=8)]);
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//Background
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glBindTexture(GL_TEXTURE_2D, texture[Screen]);
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glBegin(GL_QUADS);
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glTexCoord2i(0,0); glVertex2i(0,0);
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glTexCoord2i(1,0); glVertex2i(800,0);
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glTexCoord2i(1,1); glVertex2i(800,600);
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glTexCoord2i(0,1); glVertex2i(0,600);
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glEnd();
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if(Screen != Screen_Setup) return;
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glBindTexture(GL_TEXTURE_2D, texture[TEX_COPYRIGHT]);
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glBegin(GL_QUADS);
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glTexCoord2i(0,0); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2,58);
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glTexCoord2i(1,0); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2 + image[IMG_COPYRIGHT]->Width,58);
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glTexCoord2i(1,1); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2 + image[IMG_COPYRIGHT]->Width,image[IMG_COPYRIGHT]->Height + 58);
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glTexCoord2i(0,1); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2,image[IMG_COPYRIGHT]->Height + 58);
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glEnd();
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for(int i=0; i<9; i++){
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glBindTexture(GL_TEXTURE_2D, texture[TEX_STATUS+i]);
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glBegin(GL_QUADS);
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glTexCoord2i(0,0); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2,20);
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glTexCoord2i(1,0); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2 + image[IMG_STATUS+i]->Width,20);
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glTexCoord2i(1,1); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2 + image[IMG_STATUS+i]->Width,image[IMG_STATUS+i]->Height + 20);
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glTexCoord2i(0,1); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2,image[IMG_STATUS+i]->Height + 20);
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glEnd();
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}
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}
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};
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