; Here we draw stuff on screen. These are the dispatch ; functions which will be called from the state dispatch ; process. ; Draw the current activated menu. This will be set from ; the dispatcher. The events are controlled by the ; HandleEventMenu() function. Procedure DrawMenu() DisplaySprite(GFXLogo, 160, 50) StartDrawing(ScreenOutput()) Define Black = RGB(0, 0, 0) Define White = RGB(255, 255, 255) Define ActiveMenuItemColor = RGB(255, 0, 0) ;DrawingFont(Font_H1) ;DrawText(50, 50, *ActiveMenu\Title, white, black) Define Offset = 0 Define FontColor = White ForEach *ActiveMenu\Entries() If *ActiveMenu\Entries()\Selected FontColor = ActiveMenuItemColor Else FontColor = White EndIf DrawingFont(Font_H2) DrawText(200, 350+(Offset*30), *ActiveMenu\Entries()\Label, FontColor, Black) Offset = Offset+1 Next StopDrawing() EndProcedure Procedure DrawRunningGame() DrawMap() ; FIXME: This does not work quite well ... ;StartDrawing(ScreenOutput()) ;DrawPlayerNoise() ;StopDrawing() CalculateShadow() DrawShadow() DrawPlayer() DrawHUD() EndProcedure