Call onUpdate before drawing is started.
No idea why it's in render() function, especially that some dialogs are self-destroyed in onUpdate. It may need some testing if everything is ok.
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@ -1188,12 +1188,37 @@ namespace GUIEngine
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ul.unlock();
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#endif
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const GameState gamestate = g_state_manager->getGameState();
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// ---- some menus may need updating
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bool dialog_opened = false;
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if (ScreenKeyboard::isActive())
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{
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ScreenKeyboard::getCurrent()->onUpdate(dt);
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dialog_opened = true;
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}
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else if (ModalDialog::isADialogActive())
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{
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ModalDialog::getCurrent()->onUpdate(dt);
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dialog_opened = true;
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}
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if (gamestate != GAME || is_loading)
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{
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Screen* screen = getCurrentScreen();
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if (screen != NULL &&
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(!dialog_opened || screen->getUpdateInBackground()))
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{
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screen->onUpdate(elapsed_time);
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}
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}
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// ---- menu drawing
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// draw background image and sections
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const GameState gamestate = g_state_manager->getGameState();
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if ( (gamestate == MENU &&
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GUIEngine::getCurrentScreen() != NULL &&
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!GUIEngine::getCurrentScreen()->needs3D() ) || is_loading)
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@ -1216,46 +1241,11 @@ namespace GUIEngine
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// further render)
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g_env->drawAll();
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// ---- some menus may need updating
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if (gamestate != GAME || is_loading)
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{
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bool dialog_opened = false;
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if (ScreenKeyboard::isActive())
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{
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ScreenKeyboard::getCurrent()->onUpdate(dt);
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dialog_opened = true;
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}
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else if (ModalDialog::isADialogActive())
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{
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ModalDialog::getCurrent()->onUpdate(dt);
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dialog_opened = true;
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}
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Screen* screen = getCurrentScreen();
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if (screen != NULL &&
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(!dialog_opened || screen->getUpdateInBackground()))
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{
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screen->onUpdate(elapsed_time);
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}
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}
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else
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{
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if (ScreenKeyboard::isActive())
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{
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ScreenKeyboard::getCurrent()->onUpdate(dt);
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}
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else if (ModalDialog::isADialogActive())
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{
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ModalDialog::getCurrent()->onUpdate(dt);
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}
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else
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if (gamestate == GAME && !is_loading && !dialog_opened)
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{
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RaceGUIBase* rg = World::getWorld()->getRaceGUI();
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if (rg != NULL) rg->renderGlobal(elapsed_time);
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}
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}
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MessageQueue::update(elapsed_time);
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