Resized renders to fit class info window. Class info window controller compatibility added. Release Build 6961.

pull/35/head
sigonasr2 11 months ago
parent 0a9136e6c4
commit f5bcd4f869
  1. 16
      Adventures in Lestoria/CharacterInfoWindow.cpp
  2. 2
      Adventures in Lestoria/CharacterMenuWindow.cpp
  3. 4
      Adventures in Lestoria/MenuType.h
  4. 3
      Adventures in Lestoria/TODO.txt
  5. 2
      Adventures in Lestoria/Version.h
  6. BIN
      Adventures in Lestoria/assets/knight_full_render1.png
  7. BIN
      Adventures in Lestoria/assets/wizard_full_render.png
  8. BIN
      x64/Release/Adventures in Lestoria.exe

@ -55,7 +55,7 @@ void Menu::InitializeClassInfoWindow(){
auto label=classInfoWindow->ADD("Class Name",MenuLabel)(geom2d::rect<float>{{0,0},{classInfoWindow->size.x-1,24}},data.className,2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
classInfoWindow->ADD("Rotating Character Display",CharacterRotatingDisplay)(geom2d::rect<float>{{15,48},{72,120}},GFX[data.classFullImgName].Decal())END;
classInfoWindow->ADD("Rotating Character Display",CharacterRotatingDisplay)(geom2d::rect<float>{{-20,30},{144,180}},GFX[data.classFullImgName].Decal())END;
vf2d healthDisplayLabelPos={classInfoWindow->size.x/3,label->GetPos().y+24};
vf2d labelSize={2*classInfoWindow->size.x/3-1,16};
@ -72,4 +72,18 @@ void Menu::InitializeClassInfoWindow(){
classInfoWindow->ADD("Right Click Ability Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*3}+abilityIconOffsets,labelSize*vf2d{1,2}},data.rightClickAbility)END;
classInfoWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{classInfoWindow->center().x/2,healthDisplayLabelPos.y+32*4+abilityIconOffsets.y+12},{classInfoWindow->size.x/2,16}},"Back",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
classInfoWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData="Back Button";
},
{ //Button Key
{game->KEY_BACK,{"Back",[](MenuType type){
Component<MenuComponent>(type,"Back Button")->Click();
}}},
}
,{ //Button Navigation Rules
});
}

@ -60,7 +60,7 @@ void Menu::InitializeCharacterMenuWindow(){
characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{125,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{118,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
const static std::array<std::string,7>displayAttrs{
"Health",

@ -41,9 +41,9 @@ enum MenuType{
///////////////////////////////////////////////////////////
/*DO NOT REMOVE!!*/ENUM_START,///////////////////////////////
///////////////////////////////////////////////////////////
// 15% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
// 19% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
INVENTORY_CONSUMABLES, //100% Controller Compatibility
CLASS_INFO, //0% Controller Compatibility
CLASS_INFO, //100% Controller Compatibility
CLASS_SELECTION, //0% Controller Compatibility
MAIN_MENU, //100% Controller Compatibility
OVERWORLD_LEVEL_SELECT, //75% Controller Compatibility - Scrolling for keyboard?

@ -2,9 +2,6 @@ January 1st
===========
- XP Bar
- Mouse click keybind changes should be possible and mouse buttons should show up in the list along with keyboard mappings.
- If a mouse click is reassigned, it is removed from any other inputs with that mouse click.
- Implement escape menu during gameplay.
- If you leave a stage, the stage complete window still shows up, showing only the loot you obtained that session.

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 6956
#define VERSION_BUILD 6961
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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