Make do_difficulty_menu menu inherit from newmenu
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@ -949,16 +949,23 @@ int select_demo()
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static int do_difficulty_menu()
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{
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std::array<newmenu_item, NDL> m{{
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_0)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_1)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_2)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_3)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_4)),
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}};
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using items_type = std::array<newmenu_item, NDL>;
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struct difficulty_prompt_menu : items_type, passive_newmenu
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{
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difficulty_prompt_menu(const unsigned Difficulty_level) :
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items_type{{
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_0)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_1)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_2)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_3)),
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nm_item_menu(MENU_DIFFICULTY_TEXT(Difficulty_4)),
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}},
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passive_newmenu(menu_title{nullptr}, menu_subtitle{TXT_DIFFICULTY_LEVEL}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(*static_cast<items_type *>(this), Difficulty_level), *grd_curcanv)
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{
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}
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};
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auto &Difficulty_level = GameUniqueState.Difficulty_level;
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const unsigned s = newmenu_do2(menu_title{nullptr}, menu_subtitle{TXT_DIFFICULTY_LEVEL}, m, unused_newmenu_subfunction, unused_newmenu_userdata, Difficulty_level);
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const unsigned s = run_blocking_newmenu<difficulty_prompt_menu>(Difficulty_level);
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if (s <= Difficulty_4)
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{
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