fillrect(pbutton->x+1,pbutton->y+1,pbutton->w-2,pbutton->h-2,175,175,175,200);
if(pbutton->bkgd != NULL)
{
- texture_draw(pbutton->bkgd,pbutton->x,pbutton->y,NO_UPDATE);
+ texture_draw(pbutton->bkgd,pbutton->x,pbutton->y);
}
- texture_draw(&pbutton->icon,pbutton->x,pbutton->y,NO_UPDATE);
+ texture_draw(&pbutton->icon,pbutton->x,pbutton->y);
if(pbutton->show_info)
{
char str[80];
i = pbutton->w + strlen(pbutton->info) * white_small_text.w;
if(pbutton->info)
- text_draw(&white_small_text, pbutton->info, i + pbutton->x - strlen(pbutton->info) * white_small_text.w, pbutton->y, 1, NO_UPDATE);
+ text_draw(&white_small_text, pbutton->info, i + pbutton->x - strlen(pbutton->info) * white_small_text.w, pbutton->y, 1);
sprintf(str,"(%s)", SDL_GetKeyName(pbutton->shortcut));
- text_draw(&white_small_text, str, i + pbutton->x - strlen(str) * white_small_text.w, pbutton->y + white_small_text.h+2, 1, NO_UPDATE);
+ text_draw(&white_small_text, str, i + pbutton->x - strlen(str) * white_small_text.w, pbutton->y + white_small_text.h+2, 1);
}
if(pbutton->state == BUTTON_PRESSED)
fillrect(pbutton->x,pbutton->y,pbutton->w,pbutton->h,75,75,75,200);