Resized renders to fit class info window. Class info window controller compatibility added. Release Build 6961.
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@ -55,7 +55,7 @@ void Menu::InitializeClassInfoWindow(){
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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;
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classInfoWindow->ADD("Rotating Character Display",CharacterRotatingDisplay)(geom2d::rect<float>{{15,48},{72,120}},GFX[data.classFullImgName].Decal())END;
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classInfoWindow->ADD("Rotating Character Display",CharacterRotatingDisplay)(geom2d::rect<float>{{-20,30},{144,180}},GFX[data.classFullImgName].Decal())END;
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vf2d healthDisplayLabelPos={classInfoWindow->size.x/3,label->GetPos().y+24};
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vf2d labelSize={2*classInfoWindow->size.x/3-1,16};
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@ -72,4 +72,18 @@ void Menu::InitializeClassInfoWindow(){
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classInfoWindow->ADD("Right Click Ability Display",CharacterAbilityPreviewComponent)(geom2d::rect<float>{healthDisplayLabelPos+vf2d{0,32*3}+abilityIconOffsets,labelSize*vf2d{1,2}},data.rightClickAbility)END;
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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;
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classInfoWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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returnData="Back Button";
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},
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{ //Button Key
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{game->KEY_BACK,{"Back",[](MenuType type){
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Component<MenuComponent>(type,"Back Button")->Click();
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}}},
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}
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,{ //Button Navigation Rules
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});
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}
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@ -60,7 +60,7 @@ void Menu::InitializeCharacterMenuWindow(){
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characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
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characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{125,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
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characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{118,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
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const static std::array<std::string,7>displayAttrs{
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"Health",
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@ -41,9 +41,9 @@ enum MenuType{
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///////////////////////////////////////////////////////////
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/*DO NOT REMOVE!!*/ENUM_START,///////////////////////////////
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///////////////////////////////////////////////////////////
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// 15% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
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// 19% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
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INVENTORY_CONSUMABLES, //100% Controller Compatibility
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CLASS_INFO, //0% Controller Compatibility
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CLASS_INFO, //100% Controller Compatibility
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CLASS_SELECTION, //0% Controller Compatibility
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MAIN_MENU, //100% Controller Compatibility
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OVERWORLD_LEVEL_SELECT, //75% Controller Compatibility - Scrolling for keyboard?
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@ -2,9 +2,6 @@ January 1st
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===========
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- XP Bar
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- Mouse click keybind changes should be possible and mouse buttons should show up in the list along with keyboard mappings.
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- If a mouse click is reassigned, it is removed from any other inputs with that mouse click.
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- Implement escape menu during gameplay.
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- If you leave a stage, the stage complete window still shows up, showing only the loot you obtained that session.
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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 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 6956
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#define VERSION_BUILD 6961
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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