-void RunState::RenderTitleBar(SDL_Surface *screen, const Vector<int> &offset) {
- int height(battle->Res().titleFrame->BorderHeight() * 2 + battle->Res().titleFont->CharHeight());
- battle->Res().titleFrame->Draw(screen, offset, battle->Width(), height);
-
- Vector<int> textPosition(
- (battle->Width() - (std::strlen(battle->Res().escapeText) * battle->Res().titleFont->CharWidth())) / 2,
- battle->Res().titleFrame->BorderHeight());
- battle->Res().titleFont->DrawString(battle->Res().escapeText, screen, textPosition + offset);
+void RunState::RenderTitleBar(SDL_Surface *screen) {
+ const Resources &res = battle->Res();
+ res.titleFrame->Draw(screen, framePosition, frameSize.X(), frameSize.Y());
+ res.titleFont->DrawString(res.escapeText, screen, textPosition);