Fixed issues with one input bleeding into multiple inputs. Removed old redundant system where we can specify a menu to navigate to. Implemented controller compatibility for UserID menu. Release Build 7326.
blacksmithWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
blacksmithWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
consumableCraftingWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
consumableCraftingWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
if(!GetSelection().expired()){//If we are on controller/gamepad it's possible we haven't highlighted a button yet, so don't click this button right away.
if(!GetSelection().expired()){//If we are on controller/gamepad it's possible we haven't highlighted a button yet, so don't click this button right away.
@ -120,6 +120,7 @@ class Menu:public IAttributable{
staticvi2dlastActiveMousePos;
staticvi2dlastActiveMousePos;
intcomponentCount=0;
intcomponentCount=0;
floatcomponentSelectionIndex=0.f;
floatcomponentSelectionIndex=0.f;
//This variable is an override available to all menus that allows us to say we've clicked something, so do not handle any automatic clicking anymore of menus for this frame!
merchantWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
merchantWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;