Implement menu navigation for the new overworld button in the Level Complete window. Release Build 7889.
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@ -160,7 +160,10 @@ void Menu::InitializeLevelCompleteWindow(){
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return "";
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return "";
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}}},
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}}},
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{game->KEY_SCROLL,{"View Items",[](MenuType type){}}},
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{game->KEY_SCROLL,{"View Items",[](MenuType type){}}},
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{game->KEY_START,{"Continue",[](MenuType type){
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{game->KEY_SELECT,{"Go to Overworld",[](MenuType type){
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Component<MenuComponent>(type,"Overworld Button")->Click();
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}}},
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{game->KEY_START,{"Go to Camp",[](MenuType type){
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Component<MenuComponent>(type,"Next Button")->Click();
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Component<MenuComponent>(type,"Next Button")->Click();
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}}},
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}}},
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}
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}
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@ -211,7 +214,7 @@ void Menu::InitializeLevelCompleteWindow(){
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}
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}
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}
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}
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DefaultBehavior{ //When nothing is found...
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DefaultBehavior{ //When nothing is found...
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returnData="Next Button";
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returnData="Overworld Button";
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}
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}
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},
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},
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.down=[](MenuType type,Data&returnData){
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.down=[](MenuType type,Data&returnData){
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@ -263,7 +266,7 @@ void Menu::InitializeLevelCompleteWindow(){
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}
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}
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}
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}
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DefaultBehavior{ //When nothing is found...
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DefaultBehavior{ //When nothing is found...
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returnData="Next Button";
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returnData="Overworld Button";
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}
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}
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},
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},
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.left=[](MenuType type,Data&returnData){
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.left=[](MenuType type,Data&returnData){
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@ -299,11 +302,11 @@ void Menu::InitializeLevelCompleteWindow(){
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DetectInventory(InventoryScrollableWindowComponent,type,"Monster Loot Window")
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DetectInventory(InventoryScrollableWindowComponent,type,"Monster Loot Window")
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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returnData="Next Button";
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returnData="Overworld Button";
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return;
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return;
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}
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}
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DefaultBehavior{ //When nothing is found...
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DefaultBehavior{ //When nothing is found...
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returnData="Next Button";
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returnData="Overworld Button";
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}
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}
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},
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},
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.right=[](MenuType type,Data&returnData){
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.right=[](MenuType type,Data&returnData){
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@ -342,11 +345,11 @@ void Menu::InitializeLevelCompleteWindow(){
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DetectInventory(InventoryScrollableWindowComponent,type,"Monster Loot Window")
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DetectInventory(InventoryScrollableWindowComponent,type,"Monster Loot Window")
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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{ //This means we have to wrap around. We have access to itemsList if we needed to point to a specific item in the inventory.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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//By returning here, you are processing returnData yourself. Otherwise manipulate newRowIndex to point to an item in the itemsList when wrapping.
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returnData="Next Button";
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returnData="Overworld Button";
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return;
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return;
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}
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}
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DefaultBehavior{ //When nothing is found...
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DefaultBehavior{ //When nothing is found...
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returnData="Next Button";
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returnData="Overworld Button";
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}
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}
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},}},
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},}},
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{"Stage Loot Window",{
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{"Stage Loot Window",{
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@ -533,7 +536,7 @@ void Menu::InitializeLevelCompleteWindow(){
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returnData="Next Button";
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returnData="Next Button";
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}
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}
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},}},
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},}},
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{"Next Button",{
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{"Overworld Button",{
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.up=[](MenuType type,Data&returnData){
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.up=[](MenuType type,Data&returnData){
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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@ -548,6 +551,42 @@ void Menu::InitializeLevelCompleteWindow(){
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returnData="Next Button";
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returnData="Next Button";
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}
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}
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},
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},
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.down=[](MenuType type,Data&returnData){
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returnData="Next Button";
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},
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.left=[](MenuType type,Data&returnData){
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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if(monsterLoot->GetComponents().size()>0){
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int invWidth=monsterLoot->GetInventoryWidth();
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returnData=monsterLoot->GetComponents()[std::clamp(invWidth-1,0,int(monsterLoot->GetComponents().size()-1))];
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}else
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if(stageLoot->GetComponents().size()>0){
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int invWidth=stageLoot->GetInventoryWidth();
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returnData=stageLoot->GetComponents()[std::clamp(invWidth-1,0,int(stageLoot->GetComponents().size()-1))];
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}else{
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returnData="Next Button";
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}
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},
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.right=[](MenuType type,Data&returnData){
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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if(monsterLoot->GetComponents().size()>0){
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returnData=monsterLoot->GetComponents()[0];
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}else
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if(stageLoot->GetComponents().size()>0){
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returnData=stageLoot->GetComponents()[0];
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}else{
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returnData="Next Button";
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}
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},}},
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{"Next Button",{
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.up=[](MenuType type,Data&returnData){
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returnData="Overworld Button";
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},
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.down=[](MenuType type,Data&returnData){
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returnData="Overworld Button";
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},
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.left=[](MenuType type,Data&returnData){
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.left=[](MenuType type,Data&returnData){
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto monsterLoot=Component<InventoryScrollableWindowComponent>(type,"Monster Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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auto stageLoot=Component<InventoryScrollableWindowComponent>(type,"Stage Loot Window");
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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 4
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#define VERSION_MINOR 4
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#define VERSION_PATCH 4
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#define VERSION_PATCH 4
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#define VERSION_BUILD 7887
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#define VERSION_BUILD 7889
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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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