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Buildfix
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3ef2ed32f3
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@ -633,7 +633,7 @@ ID3D11DepthStencilState *D3D11DrawContext::GetCachedDepthStencilState(const D3D1
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DepthStencilState *D3D11DrawContext::CreateDepthStencilState(const DepthStencilStateDesc &desc) {
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D3D11DepthStencilState *dss = new D3D11DepthStencilState();
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dss->desc = desc;
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return dynamic_cast<DepthStencilState *>(dss);
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return static_cast<DepthStencilState *>(dss);
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}
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BlendState *D3D11DrawContext::CreateBlendState(const BlendStateDesc &desc) {
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@ -26,11 +26,6 @@
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#include "UI/MiscScreens.h"
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#include "UI/Screen.h"
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enum class PauseScreenMode {
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MAIN,
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DISPLAY_SETTINGS,
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};
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class GamePauseScreen : public UIDialogScreenWithGameBackground {
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public:
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GamePauseScreen(const Path &filename);
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@ -67,7 +62,6 @@ private:
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// hack
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bool finishNextFrame_ = false;
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DialogResult finishNextFrameResult_ = DR_CANCEL;
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PauseScreenMode mode_ = PauseScreenMode::MAIN;
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UI::Button *playButton_ = nullptr;
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};
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@ -573,7 +573,7 @@ void StoreScreen::CreateViews() {
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ProductItemView *StoreScreen::GetSelectedItem() {
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for (int i = 0; i < scrollItemView_->GetNumSubviews(); ++i) {
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ProductItemView *item = dynamic_cast<ProductItemView *>(scrollItemView_->GetViewByIndex(i));
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ProductItemView *item = static_cast<ProductItemView *>(scrollItemView_->GetViewByIndex(i));
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if (!item) {
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continue;
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}
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@ -585,7 +585,7 @@ ProductItemView *StoreScreen::GetSelectedItem() {
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}
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UI::EventReturn StoreScreen::OnGameSelected(UI::EventParams &e) {
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ProductItemView *item = dynamic_cast<ProductItemView *>(e.v);
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ProductItemView *item = static_cast<ProductItemView *>(e.v);
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if (!item)
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return UI::EVENT_DONE;
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