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QDENGINE: Use QDEngineEngine::_debugDraw instead of qdGameConfig::_debug_draw
Signed-off-by: kunxl-gg <tiwari.25@iitj.ac.in>
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@ -392,7 +392,7 @@ bool qdInterfaceTextWindow::redraw() const {
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grDispatcher::instance()->setClip(l_clip, t_clip, r_clip, b_clip);
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if (qdGameConfig::get_config().debug_draw())
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if (g_engine->_debugDraw)
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grDispatcher::instance()->rectangle(ar.x - _text_size.x / 2, ar.y - _text_size.y / 2, _text_size.x, _text_size.y, 0xFFFFFF, 0, GR_OUTLINED, 3);
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}
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} else if (_windowType == WINDOW_EDIT || _windowType == WINDOW_TEXT) {
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@ -166,7 +166,7 @@ void qdScreenText::redraw(const Vect2i &owner_pos) const {
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find_font(_text_format.font_type());
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grDispatcher::instance()->drawAlignedText(x, y, _size.x, _size.y, col, data(), grTextAlign(_text_format.alignment()), 0, 0, font);
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if (qdGameConfig::get_config().debug_draw())
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if (g_engine->_debugDraw)
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grDispatcher::instance()->rectangle(x, y, _size.x, _size.y, col, 0, GR_OUTLINED);
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}
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