+static void FadeSetLeaveNext(struct TitleFadingInfo fading_leave, boolean set)
+{
+ static struct TitleFadingInfo fading_leave_stored;
+
+ if (set)
+ fading_leave_stored = fading_leave;
+ else
+ fading = fading_leave_stored;
+}
+
+void FadeSetEnterMenu()
+{
+ fading = menu.enter_menu;
+
+ FadeSetLeaveNext(fading, TRUE); /* (keep same fade mode) */
+}
+
+void FadeSetLeaveMenu()
+{
+ fading = menu.leave_menu;
+
+ FadeSetLeaveNext(fading, TRUE); /* (keep same fade mode) */
+}
+
+void FadeSetEnterScreen()
+{
+ fading = menu.enter_screen[game_status];
+
+ FadeSetLeaveNext(menu.leave_screen[game_status], TRUE); /* store */
+}
+
+void FadeSetLeaveScreen()
+{
+ FadeSetLeaveNext(menu.leave_screen[game_status], FALSE); /* recall */
+}
+
+void FadeSetFromType(int type)
+{
+ if (type & TYPE_ENTER_SCREEN)
+ FadeSetEnterScreen();
+ else if (type & TYPE_ENTER)
+ FadeSetEnterMenu();
+ else if (type & TYPE_LEAVE)
+ FadeSetLeaveMenu();
+}
+
+void FadeSetDisabled()
+{
+ static struct TitleFadingInfo fading_none = { FADE_MODE_NONE, -1, -1, -1 };
+
+ fading = fading_none;
+}
+
+void FadeSkipNextFadeIn()
+{
+ FadeExt(0, FADE_MODE_SKIP_FADE_IN);
+}
+
+void FadeSkipNextFadeOut()
+{
+ FadeExt(0, FADE_MODE_SKIP_FADE_OUT);
+}
+