Credits navigation key actually pops up the credits for controllers.
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@ -3558,9 +3558,6 @@ void AiL::GetAnyKeyRelease(Key key){
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if(InputGroup::menuNamesToInputGroups.count(Menu::menus[NEW_INPUT]->S(A::KEYBIND))){
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InputGroup::menuNamesToInputGroups[Menu::menus[NEW_INPUT]->S(A::KEYBIND)]->SetNewPrimaryKeybind(Input{KEY,key});
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Menu::alreadyClicked=true;
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for(auto[menuType,menu]:Menu::menus){
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menu->helpDisplay.Initialize(menu->inputGroups);
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}
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Menu::CloseMenu();
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}
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}else{
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@ -792,6 +792,9 @@ void InputGroup::AddPrimaryKeybind(Input key){
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void InputGroup::SetNewPrimaryKeybind(Input key){
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RemovePrimaryKeybind(key.GetType());
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AddPrimaryKeybind(key);
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for(auto[menuType,menu]:Menu::menus){
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menu->ReInitializeInputGroup();
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}
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}
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void InputListener::Update(){
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@ -83,7 +83,9 @@ void Menu::InitializeMainMenuWindow(){
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},
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{ //Button Key
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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{game->KEY_SELECT,{"Credits",[](MenuType type){}}},
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{game->KEY_MENU,{"Credits",[](MenuType type){
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Component<FloatingMenuComponent>(type,"Credits Button")->Click();
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}}},
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}
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,{ //Button Navigation Rules
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{"New Game Button",{
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@ -785,4 +785,8 @@ void Menu::IgnoreNextMouseNavigationAttempt(){
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bool Menu::IsCurrentlyActive(MenuType type){
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if(Menu::stack.size()==0)return false;
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return Menu::stack.back()->GetType()==type;
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}
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void Menu::ReInitializeInputGroup(){
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helpDisplay.Initialize(inputGroups);
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}
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@ -189,6 +189,8 @@ public:
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static std::pair<MenuType,std::string>GetMemoryLeakReportInfo();
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virtual void Cleanup();
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void ReInitializeInputGroup();
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static void DrawThemedWindow(vf2d menuPos,vf2d size,Pixel renderColor=WHITE);
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//X (0-2), Y (0-2) for specific 9-patch tile (tiled version).
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