Fix Overworld Menu encounters scrolling for keyboard-only controls. Remove redundant rendering for display text on key DrawInput popups. Make sure mouse-displayed inputs don't render the primary mouse icon twice. Release Build 6993.
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Adventures in Lestoria
AdventuresInLestoria.cppAdventuresInLestoria.hKey.cppMenuType.hOverworldMapLevelWindow.cppVersion.h
assets
x64/Release
@ -126,6 +126,7 @@ InputGroup AiL::KEY_SCROLLLEFT;
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InputGroup AiL::KEY_SCROLLRIGHT;
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InputGroup AiL::KEY_SCROLLRIGHT;
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InputGroup AiL::KEY_SCROLLHORZ;
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InputGroup AiL::KEY_SCROLLHORZ;
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InputGroup AiL::KEY_SCROLLVERT;
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InputGroup AiL::KEY_SCROLLVERT;
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InputGroup AiL::KEY_SCROLLVERT_R;
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InputGroup AiL::KEY_SCROLL;
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InputGroup AiL::KEY_SCROLL;
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InputGroup AiL::KEY_SHOULDER;
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InputGroup AiL::KEY_SHOULDER;
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InputGroup AiL::KEY_CHANGE_LOADOUT;
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InputGroup AiL::KEY_CHANGE_LOADOUT;
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@ -2536,6 +2537,7 @@ void AiL::InitializeDefaultKeybinds(){
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KEY_SCROLLDOWN.AddKeybind({ANALOG,static_cast<int>(GPAxes::RY)});
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KEY_SCROLLDOWN.AddKeybind({ANALOG,static_cast<int>(GPAxes::RY)});
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KEY_SCROLLVERT.AddKeybind({ANALOG,static_cast<int>(GPAxes::LY)});
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KEY_SCROLLVERT.AddKeybind({ANALOG,static_cast<int>(GPAxes::LY)});
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KEY_SCROLLVERT.AddKeybind({ANALOG,static_cast<int>(GPAxes::RY)});
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KEY_SCROLLVERT.AddKeybind({ANALOG,static_cast<int>(GPAxes::RY)});
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KEY_SCROLLVERT_R.AddKeybind({ANALOG,static_cast<int>(GPAxes::RY)});
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KEY_SCROLLHORZ.AddKeybind({ANALOG,static_cast<int>(GPAxes::LX)});
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KEY_SCROLLHORZ.AddKeybind({ANALOG,static_cast<int>(GPAxes::LX)});
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KEY_SCROLLHORZ.AddKeybind({ANALOG,static_cast<int>(GPAxes::RX)});
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KEY_SCROLLHORZ.AddKeybind({ANALOG,static_cast<int>(GPAxes::RX)});
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KEY_SCROLL.AddKeybind({KEY,ARROWS});
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KEY_SCROLL.AddKeybind({KEY,ARROWS});
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@ -99,6 +99,7 @@ public:
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static InputGroup KEY_SCROLLRIGHT;
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static InputGroup KEY_SCROLLRIGHT;
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static InputGroup KEY_SCROLLHORZ;
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static InputGroup KEY_SCROLLHORZ;
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static InputGroup KEY_SCROLLVERT;
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static InputGroup KEY_SCROLLVERT;
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static InputGroup KEY_SCROLLVERT_R;
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static InputGroup KEY_SCROLL;
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static InputGroup KEY_SCROLL;
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static InputGroup KEY_SHOULDER;
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static InputGroup KEY_SHOULDER;
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static InputGroup KEY_CHANGE_LOADOUT;
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static InputGroup KEY_CHANGE_LOADOUT;
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@ -312,7 +312,7 @@ void InputGroup::DrawInput(const std::variant<AiL*const,TileTransformedView*cons
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vf2d buttonImgSize{};
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vf2d buttonImgSize{};
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std::vector<std::variant<Decal*,std::string>>buttonImgs;
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std::vector<std::variant<Decal*,std::string>>buttonImgs;
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if(type!=CONTROLLER){
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if(type!=CONTROLLER&&type!=MOUSE){
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for(const Input&input:keyOrder){
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for(const Input&input:keyOrder){
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if(input.GetType()==MOUSE){
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if(input.GetType()==MOUSE){
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if(input.HasIcon()){
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if(input.HasIcon()){
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@ -383,9 +383,9 @@ void InputGroup::DrawInput(const std::variant<AiL*const,TileTransformedView*cons
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}
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}
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offset.x+=textSize.x+"Interface.InputHelperSpacing"_I;
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offset.x+=textSize.x+"Interface.InputHelperSpacing"_I;
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}else [[unlikely]]ERR("WARNING! Hit a state where no data is inside of the button! THIS SHOULD NOT BE HAPPENING!");
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}else [[unlikely]]ERR("WARNING! Hit a state where no data is inside of the button! THIS SHOULD NOT BE HAPPENING!");
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}
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game->view.DrawShadowStringPropDecal(pos+offset,displayText,{255,255,255,alpha},{0,0,0,alpha});
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game->view.DrawShadowStringPropDecal(pos+offset,displayText,{255,255,255,alpha},{0,0,0,alpha});
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}
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}
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}
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void InputGroup::DrawInput(const std::variant<AiL*const,TileTransformedView*const>renderer,const vf2d pos,const std::string_view displayText,const uint8_t alpha)const{
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void InputGroup::DrawInput(const std::variant<AiL*const,TileTransformedView*const>renderer,const vf2d pos,const std::string_view displayText,const uint8_t alpha)const{
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@ -41,12 +41,12 @@ enum MenuType{
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///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////
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/*DO NOT REMOVE!!*/ENUM_START,///////////////////////////////
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/*DO NOT REMOVE!!*/ENUM_START,///////////////////////////////
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///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////
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// 27% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
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// 28% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
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INVENTORY_CONSUMABLES, //100% Controller Compatibility
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INVENTORY_CONSUMABLES, //100% Controller Compatibility
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CLASS_INFO, //100% Controller Compatibility
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CLASS_INFO, //100% Controller Compatibility
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CLASS_SELECTION, //100% Controller Compatibility
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CLASS_SELECTION, //100% Controller Compatibility
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MAIN_MENU, //100% Controller Compatibility
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MAIN_MENU, //100% Controller Compatibility
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OVERWORLD_LEVEL_SELECT, //75% Controller Compatibility - Scrolling for keyboard?
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OVERWORLD_LEVEL_SELECT, //100% Controller Compatibility - Scrolling for keyboard?
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ITEM_LOADOUT, //0% Controller Compatibility
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ITEM_LOADOUT, //0% Controller Compatibility
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LEVEL_COMPLETE, //0% Controller Compatibility
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LEVEL_COMPLETE, //0% Controller Compatibility
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OVERWORLD_MENU, //0% Controller Compatibility
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OVERWORLD_MENU, //0% Controller Compatibility
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@ -74,7 +74,16 @@ void Menu::InitializeOverworldMapLevelWindow(){
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{{game->KEY_CHANGE_LOADOUT},{"Change Loadout",[](MenuType type){
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{{game->KEY_CHANGE_LOADOUT},{"Change Loadout",[](MenuType type){
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Component<MenuComponent>(type,"Change Loadout Button")->Click();
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Component<MenuComponent>(type,"Change Loadout Button")->Click();
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}}},
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}}},
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{{game->KEY_SCROLLVERT,Analog},{"Scroll Encounters",[](MenuType type){
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{{game->KEY_SHOULDER,Pressed},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(-1.0f);
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}}},
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{{game->KEY_FASTSCROLLUP,Held,InputEngageGroup::NOT_VISIBLE},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(-1.0f);
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}}},
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{{game->KEY_FASTSCROLLDOWN,Held,InputEngageGroup::NOT_VISIBLE},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(1.0f);
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}}},
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{{game->KEY_SCROLLVERT_R,Analog},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(game->KEY_SCROLLVERT.Analog());
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(game->KEY_SCROLLVERT.Analog());
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}}},
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}}},
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{{game->KEY_SCROLLUP,Held},{"",[](MenuType type){
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{{game->KEY_SCROLLUP,Held},{"",[](MenuType type){
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 3
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 6988
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#define VERSION_BUILD 6993
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -6,6 +6,9 @@ Interface
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# How long to wait for subsequent scrolling through menu items.
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# How long to wait for subsequent scrolling through menu items.
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ScrollDelay = 0.2s
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ScrollDelay = 0.2s
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# Scroll speed for ScrollableWindowComponents in pixels/sec
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AnalogScrollSpeed = 220
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# The size of each side of the 9-patch menu sprite.
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# The size of each side of the 9-patch menu sprite.
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9PatchSize = 24,24
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9PatchSize = 24,24
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