UI refactoring works excellent, menu implementations later...
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@ -140,7 +140,6 @@ begin
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gameplay: loop
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core.synchronize;
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ui.synchronize;
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--
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exit when core.engine_active = false;
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--
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@ -164,6 +163,8 @@ begin
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--
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menu_render;
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--
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ui.synchronize;
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--
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ui.draw_help_box (0, core.window_height - text_box_height, core.window_width, text_box_height);
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end loop gameplay;
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@ -10,7 +10,7 @@ package body skill is
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sprite : array (enumeration) of core.sprite;
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menu_data : ui.structure := ("Skill Menu ", core.signal_o, false, true, false, 0, 0, 320, 160);
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menu_data : ui.structure := ("Skill Menu ", core.signal_o, true, true, false, 0, 0, 320, 160);
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------------------------------------------------------------------------------------------
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@ -155,10 +155,6 @@ package body ui is
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begin
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draw_tiny_menu (new_x, new_y, new_width, new_height);
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draw_title_bar (new_x, new_y, new_width, data.title);
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--
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if core.signal_mode = core.signal_code'pos (data.toggle) then
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data.show := (if data.show then false else true);
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end if;
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end draw_structure;
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------------------------------------------------------------------------------------------
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@ -187,6 +183,10 @@ package body ui is
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for index in 0 .. 12 loop
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exit when index = structure_count;
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--
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if core.signal_mode = core.signal_code'pos (structure_array (index).toggle) then
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structure_array (index).show := (if structure_array (index).show then false else true);
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end if;
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--
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if structure_array (index).show then
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draw_structure (structure_array (index));
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end if;
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@ -207,7 +207,6 @@ package body ui is
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begin
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select_text_box (description, x, y, core.icon, core.icon);
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--
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--~draw (icon, x, y);
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draw (icon, x, y);
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--
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core.zoom := 1;
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