fix it being impossible to select wall menu, add wall identifiers from my mod
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4594de57b0
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@ -294,7 +294,7 @@ void GameModel::BuildMenus()
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//Build other menus from wall data
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for(int i = 0; i < UI_WALLCOUNT; i++)
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{
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Tool * tempTool = new WallTool(i, "", std::string(sim->wtypes[i].descs), PIXR(sim->wtypes[i].colour), PIXG(sim->wtypes[i].colour), PIXB(sim->wtypes[i].colour), "DEFAULT_WL_"+format::NumberToString<int>(i), sim->wtypes[i].textureGen);
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Tool * tempTool = new WallTool(i, "", std::string(sim->wtypes[i].descs), PIXR(sim->wtypes[i].colour), PIXG(sim->wtypes[i].colour), PIXB(sim->wtypes[i].colour), sim->wtypes[i].identifier, sim->wtypes[i].textureGen);
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menuList[SC_WALL]->AddTool(tempTool);
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//sim->wtypes[i]
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}
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@ -159,7 +159,7 @@ GameView::GameView():
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altBehaviour(false),
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showHud(true),
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showDebug(false),
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delayedActiveMenu(0),
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delayedActiveMenu(-1),
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wallBrush(false),
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toolBrush(false),
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decoBrush(false),
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@ -1087,10 +1087,10 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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mouseInZoom = newMouseInZoom;
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// set active menu (delayed)
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if (delayedActiveMenu)
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if (delayedActiveMenu != -1)
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{
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c->SetActiveMenu(delayedActiveMenu);
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delayedActiveMenu = 0;
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delayedActiveMenu = -1;
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}
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}
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@ -114,24 +114,24 @@ wall_type * LoadWalls(int & wallCount)
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{
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wall_type wtypes[] =
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{
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{PIXPACK(0x808080), PIXPACK(0x000000), 0, Renderer::WallIcon, "ERASE", "Erases walls."},
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{PIXPACK(0xC0C0C0), PIXPACK(0x101010), 0, Renderer::WallIcon, "CONDUCTIVE WALL","Blocks everything. Conductive."},
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{PIXPACK(0x808080), PIXPACK(0x808080), 0, Renderer::WallIcon, "EWALL", "E-Wall. Becomes transparent when electricity is connected."},
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{PIXPACK(0xFF8080), PIXPACK(0xFF2008), 1, Renderer::WallIcon, "DETECTOR", "Detector. Generates electricity when a particle is inside."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 0, Renderer::WallIcon, "STREAMLINE", "Streamline. Set start point of a streamline."},
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{PIXPACK(0x8080FF), PIXPACK(0x000000), 1, Renderer::WallIcon, "FAN", "Fan. Accelerates air. Use the line tool to set direction and strength."},
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{PIXPACK(0xC0C0C0), PIXPACK(0x101010), 2, Renderer::WallIcon, "LIQUID WALL", "Allows liquids, blocks all other particles. Conductive."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 1, Renderer::WallIcon, "ABSORB WALL", "Absorbs particles but lets air currents through."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 3, Renderer::WallIcon, "WALL", "Basic wall, blocks everything."},
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{PIXPACK(0x3C3C3C), PIXPACK(0x000000), 1, Renderer::WallIcon, "AIRONLY WALL", "Allows air, but blocks all particles."},
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{PIXPACK(0x575757), PIXPACK(0x000000), 1, Renderer::WallIcon, "POWDER WALL", "Allows powders, blocks all other particles."},
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{PIXPACK(0xFFFF22), PIXPACK(0x101010), 2, Renderer::WallIcon, "CONDUCTOR", "Conductor. Allows all particles to pass through and conducts electricity."},
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{PIXPACK(0x242424), PIXPACK(0x101010), 0, Renderer::WallIcon, "EHOLE", "E-Hole. absorbs particles, releases them when powered."},
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{PIXPACK(0x579777), PIXPACK(0x000000), 1, Renderer::WallIcon, "GAS WALL", "Allows gases, blocks all other particles."},
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{PIXPACK(0xFFEE00), PIXPACK(0xAA9900), 4, Renderer::WallIcon, "GRAVITY WALL", "Gravity wall. Newtonian Gravity has no effect inside a box drawn with this."},
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{PIXPACK(0xFFAA00), PIXPACK(0xAA5500), 4, Renderer::WallIcon, "ENERGY WALL", "Allows energy particles, blocks all other particles."},
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{PIXPACK(0xDCDCDC), PIXPACK(0x000000), 1, Renderer::WallIcon, "AIRBLOCK WALL", "Allows all particles, but blocks air."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 0, Renderer::WallIcon, "ERASEALL", "Erases walls, particles, and signs."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 0, Renderer::WallIcon, "ERASE", "DEFAULT_WL_ERASE", "Erases walls."},
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{PIXPACK(0xC0C0C0), PIXPACK(0x101010), 0, Renderer::WallIcon, "CONDUCTIVE WALL","DEFAULT_WL_CNDTW", "Blocks everything. Conductive."},
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{PIXPACK(0x808080), PIXPACK(0x808080), 0, Renderer::WallIcon, "EWALL", "DEFAULT_WL_EWALL", "E-Wall. Becomes transparent when electricity is connected."},
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{PIXPACK(0xFF8080), PIXPACK(0xFF2008), 1, Renderer::WallIcon, "DETECTOR", "DEFAULT_WL_DTECT", "Detector. Generates electricity when a particle is inside."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 0, Renderer::WallIcon, "STREAMLINE", "DEFAULT_WL_STRM", "Streamline. Set start point of a streamline."},
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{PIXPACK(0x8080FF), PIXPACK(0x000000), 1, Renderer::WallIcon, "FAN", "DEFAULT_WL_FAN", "Fan. Accelerates air. Use the line tool to set direction and strength."},
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{PIXPACK(0xC0C0C0), PIXPACK(0x101010), 2, Renderer::WallIcon, "LIQUID WALL", "DEFAULT_WL_LIQD", "Allows liquids, blocks all other particles. Conductive."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 1, Renderer::WallIcon, "ABSORB WALL", "DEFAULT_WL_ABSRB", "Absorbs particles but lets air currents through."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 3, Renderer::WallIcon, "WALL", "DEFAULT_WL_WALL", "Basic wall, blocks everything."},
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{PIXPACK(0x3C3C3C), PIXPACK(0x000000), 1, Renderer::WallIcon, "AIRONLY WALL", "DEFAULT_WL_AIR", "Allows air, but blocks all particles."},
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{PIXPACK(0x575757), PIXPACK(0x000000), 1, Renderer::WallIcon, "POWDER WALL", "DEFAULT_WL_POWDR", "Allows powders, blocks all other particles."},
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{PIXPACK(0xFFFF22), PIXPACK(0x101010), 2, Renderer::WallIcon, "CONDUCTOR", "DEFAULT_WL_CNDTR", "Conductor. Allows all particles to pass through and conducts electricity."},
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{PIXPACK(0x242424), PIXPACK(0x101010), 0, Renderer::WallIcon, "EHOLE", "DEFAULT_WL_EHOLE", "E-Hole. absorbs particles, releases them when powered."},
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{PIXPACK(0x579777), PIXPACK(0x000000), 1, Renderer::WallIcon, "GAS WALL", "DEFAULT_WL_GAS", "Allows gases, blocks all other particles."},
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{PIXPACK(0xFFEE00), PIXPACK(0xAA9900), 4, Renderer::WallIcon, "GRAVITY WALL", "DEFAULT_WL_GRVTY", "Gravity wall. Newtonian Gravity has no effect inside a box drawn with this."},
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{PIXPACK(0xFFAA00), PIXPACK(0xAA5500), 4, Renderer::WallIcon, "ENERGY WALL", "DEFAULT_WL_ENRGY", "Allows energy particles, blocks all other particles."},
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{PIXPACK(0xDCDCDC), PIXPACK(0x000000), 1, Renderer::WallIcon, "AIRBLOCK WALL", "DEFAULT_WL_NOAIR", "Allows all particles, but blocks air."},
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{PIXPACK(0x808080), PIXPACK(0x000000), 0, Renderer::WallIcon, "ERASEALL", "DEFAULT_WL_ERASEA","Erases walls, particles, and signs."},
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};
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wallCount = UI_WALLCOUNT;
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wall_type * wtypesT = (wall_type*)malloc(UI_WALLCOUNT*sizeof(wall_type));
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@ -11,6 +11,7 @@ struct wall_type
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int drawstyle;
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VideoBuffer * (*textureGen)(int, int, int);
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const char *name;
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const char *identifier;
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const char *descs;
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};
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