Updated the list rendering function to just blindly take textures from the cache and relying on a new function to handle generating new textures if needed.
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@@ -17,8 +17,8 @@ typedef struct {
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} TextureFontCache;
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TextureFontCache* CreateTextureFontCache();
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TextureDetails* AddTextureToCache(SDL_Texture* texture, unsigned short fontSize, SDL_Rect textSize, TextureFontCache* cache);
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void UpdateTextureDetails(SDL_Texture* texture, unsigned short fontSize, SDL_Rect textSize, int index, TextureFontCache* cache);
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TextureDetails* AddTextureToCache(SDL_Texture* texture, SDL_Rect textSize, TextureFontCache* cache);
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void UpdateTextureDetails(SDL_Texture* texture, SDL_Rect textSize, int index, TextureFontCache* cache);
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TextureDetails* GetTextureFromCache(TextureFontCache* cache, unsigned int index);
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void FreeTextureDetails(TextureDetails* details);
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