Update labels for different zones when clicking through them.
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4c6be02543
commit
2594078794
@ -14,6 +14,13 @@ public:
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inline EncountersSpawnListScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:ScrollableWindowComponent(parent,rect,attributes){}
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virtual inline void UpdateSpawns(std::vector<int>&spawns){
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Menu::menus.at(parentMenu)->components.erase_if([&](auto key){
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if(key.first.starts_with("Spawn ")){
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std::erase_if(components,[&](MenuComponent*component){return key.second==component;});
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delete key.second;
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return true;
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}
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return false;});
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int offsetY=0;
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vf2d parentPos=Menu::menus.at(OVERWORLD_LEVEL_SELECT)->pos;
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vf2d parentSize=Menu::menus.at(OVERWORLD_LEVEL_SELECT)->size;
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@ -125,4 +125,8 @@ void MenuComponent::Enable(bool enabled){
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disabled=!enabled;
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};
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void MenuComponent::Cleanup(){}
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void MenuComponent::Cleanup(){}
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std::string MenuComponent::GetName(){
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return name;
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}
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@ -69,6 +69,7 @@ public:
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//Called whenever an inventory slot gets updated, whether it's adding or removing an item.
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virtual void OnInventorySlotsUpdate(ITCategory cat);
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std::string GetLabel();
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std::string GetName();
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void Enable(bool enabled);
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virtual void Cleanup();
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};
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@ -65,6 +65,8 @@ void State_OverworldMap::OnUserUpdate(Crawler*game){
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}else{
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game->GetPlayer()->UpdateWalkingAnimation(LEFT);
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}
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COMPONENT(MenuLabel,OVERWORLD_LEVEL_SELECT,"Stage Label")->SetLabel(currentConnectionPoint->name);
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COMPONENT(EncountersSpawnListScrollableWindowComponent,OVERWORLD_LEVEL_SELECT,"Spawns List")->UpdateSpawns(currentConnectionPoint->spawns);
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break;
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}
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}
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 2774
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#define VERSION_BUILD 2783
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -55,6 +55,9 @@ public:
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auto erase(std::map<T,O>::iterator it){
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return map.erase(it);
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}
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auto erase_if(std::function<bool(std::pair<T,O>)>lambda){
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return std::erase_if(map,lambda);
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}
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};
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//A class that has an initialization lock so that when the lock is activated, any further gets that are missing items in it will report themselves for easier debugging detection.
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