Fix text coloring issue for equip items in the blacksmith menu that are not valid for enhancement. Release Build 8113.
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@ -100,13 +100,16 @@ public:
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std::string itemName=itemRef.lock()->DisplayName();
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vf2d scaledSize={std::min(1.f,(rect.size.x-6-iconSize.x)/game->GetTextSizeProp(itemName).x),1};
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if(!canEnhance&&fadeOutIfMissingRequirements){
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itemName="#666666"+itemName;
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bool missingRequirements=!canEnhance&&fadeOutIfMissingRequirements;
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Pixel itemNameTextCol=WHITE;
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if(missingRequirements){
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itemNameTextCol=DARK_GREY;
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}
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if(locked&&hideLabelWhileLocked)std::for_each(itemName.begin(),itemName.end(),[](char&c){if(c>='0'&&c<='z'){c='?';}});
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window.DrawShadowStringPropDecal(rect.pos+vf2d{4,4}+vf2d{iconSize.x,iconSize.y/2-4},itemName,WHITE,BLACK,scaledSize);
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window.DrawShadowStringPropDecal(rect.pos+vf2d{4,4}+vf2d{iconSize.x,iconSize.y/2-4},itemName,itemNameTextCol,BLACK,scaledSize);
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#pragma endregion
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if(showQuantity&&itemRef.lock()->Amt()!=INFINITE){
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@ -8,6 +8,4 @@ Materials for initial craft seems to be wrong? need to recheck
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do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
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should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
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Funny text colors with text color override on blacksmith menu
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Toggle for displaying error messages
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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_MINOR 5
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#define VERSION_PATCH 1
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#define VERSION_BUILD 8105
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#define VERSION_BUILD 8113
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -4594,24 +4594,7 @@ namespace olc
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{ bHasMouseFocus = state; }
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void PixelGameEngine::olc_UpdateKeyFocus(bool state)
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{
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bHasInputFocus = state;
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if(!state){ //Drop all key and mouse inputs as we have lost input focus.
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// Compare hardware input states from previous frame
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auto ScanHardware = [&](HWButton* pKeys, bool* pStateOld, bool* pStateNew, uint32_t nKeyCount)
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{
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for (uint32_t i = 0; i < nKeyCount; i++)
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{
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if(pKeys==pKeyboardState)olc_UpdateKeyState(i,false);
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else if(pKeys==pMouseState)olc_UpdateMouseState(i,false);
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}
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};
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ScanHardware(pKeyboardState, pKeyOldState, pKeyNewState, 256);
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ScanHardware(pMouseState, pMouseOldState, pMouseNewState, nMouseButtons);
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}
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}
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{ bHasInputFocus = state; }
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void PixelGameEngine::olc_DropFiles(int32_t x, int32_t y, const std::vector<std::string>& vFiles)
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{
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