#include "game/common_ui.h" #include "blind_select.h" #include "game.h" #include "game/main_menu.h" #include "game/options_menu.h" #include "game/round_end.h" #include "game/shop.h" typedef void (*BackgroundRenderCallback)(void); static enum BackgroundId background = BG_NONE; // Map to fill in for refactor static const BackgroundRenderCallback bgCallbacks[] = { [BG_NONE] = NULL, [BG_CARD_SELECTING] = NULL, [BG_CARD_PLAYING] = NULL, [BG_ROUND_END] = game_round_end_change_background, [BG_SHOP] = game_shop_change_background, [BG_BLIND_SELECT] = game_blind_select_change_background, [BG_OPTIONS_MENU] = game_options_menu_change_background, [BG_MAIN_MENU] = game_main_menu_change_background, }; void change_background(enum BackgroundId id, bool force_redraw) { if (force_redraw) { background = BG_NONE; reset_background(); } if (id != background && bgCallbacks[id] != NULL) { bgCallbacks[id](); } background = id; // Can be removed once all states have their own "change_background" func change_background_legacy(id); }