J :
* Display pictures for buttons on PSP in the keybinding screen. * Fix a bug where the New Binding... button would disappear when creating a new binding. * Fix a bug where the menu to choose the bound symbol was not modal.
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@@ -1775,7 +1775,20 @@ WGuiKeyBinder::WGuiKeyBinder(string name, GameStateOptions* parent) : WGuiList(n
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for (JGE::keybindings_it it = start; it != end; ++it)
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Add(NEW OptionKey(parent, it->first, it->second));
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}
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bool WGuiKeyBinder::isModal() { return modal; }
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void WGuiKeyBinder::Update(float dt) {
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OptionKey* o = dynamic_cast<OptionKey*>(items[0]);
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if (!o) return;
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if (LOCAL_KEY_NONE != o->from) {
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items.insert(items.begin(), NEW OptionKey(parent, LOCAL_KEY_NONE, JGE_BTN_NONE));
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if (0 == currentItem) ++currentItem;
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}
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for (vector<WGuiBase*>::iterator it = items.begin(); it != items.end(); ++it) (*it)->Update(dt);
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}
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bool WGuiKeyBinder::isModal() {
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for (vector<WGuiBase*>::iterator it = items.begin(); it != items.end(); ++it)
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if ((*it)->isModal()) return true;
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return modal;
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}
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bool WGuiKeyBinder::CheckUserInput(JButton key)
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{
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if (!items[currentItem]->CheckUserInput(key))
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@@ -1787,8 +1800,7 @@ bool WGuiKeyBinder::CheckUserInput(JButton key)
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void WGuiKeyBinder::setData(){
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JGE* j = JGE::GetInstance();
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j->ClearBindings();
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for (vector<WGuiBase*>::iterator it = items.begin(); it != items.end(); ++it)
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{
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for (vector<WGuiBase*>::iterator it = items.begin(); it != items.end(); ++it) {
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OptionKey* o = dynamic_cast<OptionKey*>(*it);
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if (o && LOCAL_KEY_NONE != o->from && JGE_BTN_NONE != o->to)
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j->BindKey(o->from, o->to);
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