Remove the global TextStyle; this should fix some of the textual glitches
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@@ -264,19 +264,6 @@ bool cControl::triggerFocusHandler(cDialog& me __attribute__((unused)), std::str
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return true;
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}
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std::string cControl::font_nums[4] = {"Dungeon", "Geneva", "Silom", "MaidenWord"};
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void cControl::init(){
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// Check if Silom is available
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// TODO: Ultimately, I'd like to distribute all needed fonts with the game, rendering this unnecessary
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try {
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ResMgr::get<FontRsrc>("Silom");
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found_silom = true;
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} catch(ResMgr::xResMgrErr) {
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found_silom = false;
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}
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}
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void cControl::drawFrame(short amt, bool med_or_lt){
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// dk_gray had a 0..65535 component of 12287, and med_gray had a 0..65535 component of 24574
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static sf::Color lt_gray = {224,224,224},dk_gray = {48,48,48},med_gray = {96,96,96};
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@@ -295,12 +282,6 @@ void cControl::drawFrame(short amt, bool med_or_lt){
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undo_clip(*inWindow);
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}
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bool cControl::found_silom;
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bool cControl::foundSilom(){
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return found_silom;
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}
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cControl::~cControl() {}
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eControlType cControl::getType(){
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