Also render UI at chosen resolution.
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3739ef4a42
commit
975ece4796
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@ -2,8 +2,10 @@ Changelog
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1.5
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* Game now renders at chosen resolution instead of scaling up from 1280 x 720
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* Added command line switch -size to allow for custom window sizes.
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- For example: -size 900x600 for a width and height of 900 x 600.
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* Minimum resolution is now 1280 x 720
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* Graphics and fonts now use texture atlases to help with performance.
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* Misc. bug fixes.
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@ -276,13 +276,13 @@ static void drawMenu(void)
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if (app.modalDialog.type == MD_NONE)
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{
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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r.w = 400;
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r.h = 400;
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r.x = (UI_WIDTH / 2) - r.w / 2;
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@ -56,8 +56,6 @@ void initMissionInfo(void)
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void drawMissionInfo(void)
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{
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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setAtlasColor(255, 255, 255, 255);
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switch (battle.status)
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@ -111,6 +109,8 @@ static void drawMissionSummary(AtlasImage *header)
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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blit(header, UI_WIDTH / 2, 150, 1);
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if (!game.currentMission->challengeData.isChallenge)
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@ -100,13 +100,13 @@ void drawFighterDatabase(void)
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Entity *fighter;
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int i, y, numCannons;
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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r.w = 700;
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r.h = 650;
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r.x = (UI_WIDTH / 2) - r.w / 2;
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@ -91,13 +91,13 @@ static void drawMain(void)
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{
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SDL_Rect r;
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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r.w = 500;
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r.h = 600;
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r.x = (UI_WIDTH / 2) - r.w / 2;
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@ -157,6 +157,11 @@ static void controls(void)
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static void changeWindowSize(char *value)
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{
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sscanf(value, "%d x %d", &app.winWidth, &app.winHeight);
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SDL_SetWindowSize(app.window, app.winWidth, app.winHeight);
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app.uiOffset.x = (app.winWidth / 2) - (UI_WIDTH / 2);
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app.uiOffset.y = (app.winHeight / 2) - (UI_HEIGHT / 2);
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}
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static void changeSoundVolume(char *value)
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@ -131,13 +131,13 @@ void drawStats(void)
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int i, y, startIndex;
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SDL_Rect r;
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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r.w = 500;
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r.h = 600;
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r.x = (UI_WIDTH / 2) - r.w / 2;
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@ -133,13 +133,13 @@ void drawTrophies(void)
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SDL_Rect r;
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int start, end, i, x, y;
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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r.w = boxWidth;
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r.h = 650;
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r.x = (UI_WIDTH / 2) - r.w / 2;
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@ -498,8 +498,7 @@ typedef struct {
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int saveGame;
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int winWidth;
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int winHeight;
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PointF scale;
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PointF uiScale;
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SDL_Point uiOffset;
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int fullscreen;
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int musicVolume;
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int soundVolume;
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@ -152,13 +152,13 @@ void drawControls(void)
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int i;
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SDL_Rect r;
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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r.w = 800;
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r.h = 650;
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r.x = (UI_WIDTH / 2) - r.w / 2;
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@ -73,6 +73,13 @@ void prepareScene(void)
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void presentScene(void)
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{
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SDL_Rect uiDest;
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uiDest.w = UI_WIDTH;
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uiDest.h = UI_HEIGHT;
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uiDest.x = (app.winWidth / 2) - (UI_WIDTH / 2);
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uiDest.y = (app.winHeight / 2) - (UI_HEIGHT / 2);
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if (dev.debug)
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{
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drawText(5, app.winHeight - 25, 14, TA_LEFT, colors.white, "DEBUG MODE");
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@ -85,7 +92,7 @@ void presentScene(void)
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SDL_SetRenderTarget(app.renderer, NULL);
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SDL_RenderCopy(app.renderer, app.backBuffer, NULL, NULL);
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SDL_RenderCopy(app.renderer, app.uiBuffer, NULL, NULL);
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SDL_RenderCopy(app.renderer, app.uiBuffer, NULL, &uiDest);
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if (!app.hideMouse)
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{
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drawMouse();
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@ -113,19 +113,13 @@ void initSDL(int argc, char *argv[])
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app.backBuffer = SDL_CreateTexture(app.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, app.winWidth, app.winHeight);
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app.scale.x = app.scale.y = 1;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Game scale factor: %.2f,%.2f\n", app.scale.x, app.scale.y);
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app.uiBuffer = SDL_CreateTexture(app.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, UI_WIDTH, UI_HEIGHT);
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SDL_SetTextureBlendMode(app.uiBuffer, SDL_BLENDMODE_BLEND);
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app.uiScale.x = UI_WIDTH;
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app.uiScale.x /= app.winWidth;
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app.uiScale.y = UI_HEIGHT;
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app.uiScale.y /= app.winHeight;
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app.uiOffset.x = (app.winWidth / 2) - (UI_WIDTH / 2);
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app.uiOffset.y = (app.winHeight / 2) - (UI_HEIGHT / 2);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "UI scale factor: %.2f,%.2f\n", app.uiScale.x, app.uiScale.y);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "UI offset: %d,%d\n", app.uiOffset.x, app.uiOffset.y);
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}
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void initGameSystem(void)
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@ -166,11 +166,11 @@ void doInput(void)
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SDL_GetMouseState(&x, &y);
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app.mouse.x = x * app.scale.x;
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app.mouse.y = y * app.scale.y;
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app.mouse.x = x;
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app.mouse.y = y;
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app.uiMouse.x = x * app.uiScale.x;
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app.uiMouse.y = y * app.uiScale.y;
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app.uiMouse.x = x - app.uiOffset.x;
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app.uiMouse.y = y - app.uiOffset.y;
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}
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void clearInput(void)
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@ -101,14 +101,14 @@ void drawModalDialog(void)
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{
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SDL_Rect r;
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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app.textWidth = 700;
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 96);
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SDL_RenderFillRect(app.renderer, NULL);
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SDL_SetRenderTarget(app.renderer, app.uiBuffer);
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r.w = 800;
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r.h = getWrappedTextHeight(app.modalDialog.message, 24) + 100;
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r.x = (UI_WIDTH / 2) - (r.w / 2);
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