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@ -183,13 +183,13 @@ void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* r
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};
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PositionSpecifier positionSpecifierButtonRetour = newPositionSpecifier(&base100, POSX_CENTER, POSY_BOTTOM, ASPECT_KEEP_FIT);
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buttonMenuEndGame->rect = adaptPosToRect(&positionSpecifierButtonRetour, &endGameMenuRect);
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buttonMenuEndGame->enable = false;
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struct endGameMenuTextLabel labels = createLabels(renderer, players, nbPlayers, fontHandler);
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drawEndGameMenu(renderer, endGameMenuRect, &labels);
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drawButtonOnRenderer(renderer, buttonMenuEndGame);
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SDL_RenderPresent(renderer);
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bool needToPresent = true;
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while(*generalState == GS_EndOfGameMenu)
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{
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@ -224,9 +224,21 @@ void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* r
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drawEndGameMenu(renderer, rectM, &labels);
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buttonMenuEndGame->rect = adaptPosToRect(&positionSpecifierButtonRetour, &rectM);
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buttonMenuEndGame->enable = false;
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fprintf(stderr, "Resize\n"); fflush(stderr);
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drawButtonOnRenderer(renderer, buttonMenuEndGame);
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needToPresent = true;
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break;
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}
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case InputType_ButtonChanged: {
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switch (inputElement.data.buttonEvent.event) {
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case BUTTON_ENTRY:
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case BUTTON_EXIT:
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fprintf(stderr, "Button changed"); fflush(stderr);
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drawButtonOnRenderer(renderer, inputElement.data.buttonEvent.button);
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needToPresent = true;
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break;
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}
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}
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default:
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break;
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@ -234,9 +246,9 @@ void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* r
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}
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}
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if (!buttonMenuEndGame->enable) {
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drawButtonOnRenderer(renderer, buttonMenuEndGame);
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if (needToPresent) {
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SDL_RenderPresent(renderer);
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needToPresent = false;
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}
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SDL_Delay(10);
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