'B' opens deco editor
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9d67dd61e8
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@ -36,7 +36,6 @@ private:
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int screenshotIndex;
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PreviewController * activePreview;
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GameView * gameView;
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GameModel * gameModel;
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SearchController * search;
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RenderController * renderOptions;
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LoginController * loginWindow;
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@ -57,6 +56,7 @@ public:
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class SaveOpenCallback;
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friend class SaveOpenCallback;
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GameController();
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GameModel * gameModel;
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~GameController();
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GameView * GetView();
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@ -12,6 +12,7 @@
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#include "interface/Slider.h"
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#include "search/Thumbnail.h"
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#include "simulation/SaveRenderer.h"
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#include "simulation/SimulationData.h"
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#include "dialogues/ConfirmPrompt.h"
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#include "Format.h"
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#include "QuickOption.h"
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@ -186,7 +187,7 @@ GameView::GameView():
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currentSaveType(0),
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lastLogEntry(0.0f)
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{
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int currentX = 1;
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//Set up UI
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class SearchAction : public ui::ButtonAction
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@ -202,13 +203,13 @@ GameView::GameView():
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v->c->OpenSearch();
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}
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};
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scrollBar = new ui::Button(ui::Point(0,YRES+21), ui::Point(XRES, 2), "");
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scrollBar->Appearance.BackgroundInactive = ui::Colour(255, 255, 255);
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scrollBar->Appearance.HorizontalAlign = ui::Appearance::AlignCentre;
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scrollBar->Appearance.VerticalAlign = ui::Appearance::AlignMiddle;
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AddComponent(scrollBar);
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searchButton = new ui::Button(ui::Point(currentX, Size.Y-16), ui::Point(17, 15), "", "Find & open a simulation"); //Open
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searchButton->SetIcon(IconOpen);
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currentX+=18;
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@ -1321,6 +1322,8 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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case 'b':
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if(ctrl)
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c->SetDecoration();
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else
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c->SetActiveMenu(c->gameModel->GetMenuList()[SC_DECO]);
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break;
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case 'y':
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c->SwitchAir();
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@ -1478,7 +1481,7 @@ void GameView::OnTick(float dt)
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{
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buttonTipShow -= int(dt)>0?int(dt):1;
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if(buttonTipShow<0)
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buttonTipShow = 0;
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buttonTipShow = 0;
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}
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if(toolTipPresence>0)
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{
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@ -1508,12 +1511,12 @@ void GameView::DoMouseMove(int x, int y, int dx, int dy)
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int mouseX = x;
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if(mouseX > XRES)
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mouseX = XRES;
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scrollBar->Position.X = (int)(((float)mouseX/((float)XRES-15))*(float)(XRES-scrollSize));
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float overflow = totalWidth-(XRES-15), mouseLocation = float(XRES)/float(mouseX-(XRES));
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setToolButtonOffset(overflow/mouseLocation);
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//Ensure that mouseLeave events are make their way to the buttons should they move from underneith the mouse pointer
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if(toolButtons[0]->Position.Y < y && toolButtons[0]->Position.Y+toolButtons[0]->Size.Y > y)
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{
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@ -1800,7 +1803,7 @@ void GameView::OnDraw()
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ui::Point finalBrushRadius = c->NormaliseBlockCoord(activeBrush->GetRadius());
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ren->xor_line(finalCurrentMouse.X-finalBrushRadius.X, finalCurrentMouse.Y-finalBrushRadius.Y, finalCurrentMouse.X+finalBrushRadius.X+CELL-1, finalCurrentMouse.Y-finalBrushRadius.Y);
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ren->xor_line(finalCurrentMouse.X-finalBrushRadius.X, finalCurrentMouse.Y+finalBrushRadius.Y+CELL-1, finalCurrentMouse.X+finalBrushRadius.X+CELL-1, finalCurrentMouse.Y+finalBrushRadius.Y+CELL-1);
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ren->xor_line(finalCurrentMouse.X-finalBrushRadius.X, finalCurrentMouse.Y-finalBrushRadius.Y+1, finalCurrentMouse.X-finalBrushRadius.X, finalCurrentMouse.Y+finalBrushRadius.Y+CELL-2);
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ren->xor_line(finalCurrentMouse.X+finalBrushRadius.X+CELL-1, finalCurrentMouse.Y-finalBrushRadius.Y+1, finalCurrentMouse.X+finalBrushRadius.X+CELL-1, finalCurrentMouse.Y+finalBrushRadius.Y+CELL-2);
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}
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@ -2015,7 +2018,7 @@ void GameView::OnDraw()
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cb *= tmp;
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for (j=0; j<h; j++)
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g->blendpixel(x+29-i,y+j,cr>255?255:cr,cg>255?255:cg,cb>255?255:cb,255);
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}
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}
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}
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}
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#endif
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