Fix text coloring issue for equip items in the blacksmith menu that are not valid for enhancement. Release Build 8113.

pull/57/head
sigonasr2 11 months ago
parent d4d83a1e44
commit 454963c80e
  1. 9
      Adventures in Lestoria/RowItemDisplay.h
  2. 2
      Adventures in Lestoria/TODO.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. 19
      Adventures in Lestoria/olcPixelGameEngine.h
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -100,13 +100,16 @@ public:
std::string itemName=itemRef.lock()->DisplayName();
vf2d scaledSize={std::min(1.f,(rect.size.x-6-iconSize.x)/game->GetTextSizeProp(itemName).x),1};
if(!canEnhance&&fadeOutIfMissingRequirements){
itemName="#666666"+itemName;
bool missingRequirements=!canEnhance&&fadeOutIfMissingRequirements;
Pixel itemNameTextCol=WHITE;
if(missingRequirements){
itemNameTextCol=DARK_GREY;
}
if(locked&&hideLabelWhileLocked)std::for_each(itemName.begin(),itemName.end(),[](char&c){if(c>='0'&&c<='z'){c='?';}});
window.DrawShadowStringPropDecal(rect.pos+vf2d{4,4}+vf2d{iconSize.x,iconSize.y/2-4},itemName,WHITE,BLACK,scaledSize);
window.DrawShadowStringPropDecal(rect.pos+vf2d{4,4}+vf2d{iconSize.x,iconSize.y/2-4},itemName,itemNameTextCol,BLACK,scaledSize);
#pragma endregion
if(showQuantity&&itemRef.lock()->Amt()!=INFINITE){

@ -8,6 +8,4 @@ Materials for initial craft seems to be wrong? need to recheck
do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
Funny text colors with text color override on blacksmith menu
Toggle for displaying error messages

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 5
#define VERSION_PATCH 1
#define VERSION_BUILD 8105
#define VERSION_BUILD 8113
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -4594,24 +4594,7 @@ namespace olc
{ bHasMouseFocus = state; }
void PixelGameEngine::olc_UpdateKeyFocus(bool state)
{
bHasInputFocus = state;
if(!state){ //Drop all key and mouse inputs as we have lost input focus.
// Compare hardware input states from previous frame
auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount)
{
for (uint32_t i = 0; i < nKeyCount; i++)
{
if(pKeys==pKeyboardState)olc_UpdateKeyState(i,false);
else if(pKeys==pMouseState)olc_UpdateMouseState(i,false);
}
};
ScanHardware(pKeyboardState, pKeyOldState, pKeyNewState, 256);
ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons);
}
}
{ bHasInputFocus = state; }
void PixelGameEngine::olc_DropFiles(int32_t x, int32_t y, const std::vector<std::string>& vFiles)
{

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