focus last logged character in charlist

master
Eduardo Bart 13 years ago
parent ccc4c1ba5e
commit 67e3cfcb07

@ -13,4 +13,6 @@ LogWarning = 2
LogError = 3
LogFatal = 4
ActiveFocusReason = 2
EmptyFunction = function() end

@ -6,6 +6,7 @@ function EnterGame_characterWindow_okClicked()
local selected = charactersWindow:getChildById('charactersList'):getFocusedChild()
if selected then
Game.loginWorld(account, password, selected.worldHost, selected.worldPort, selected.characterName)
Configs.set('lastUsedCharacter', selected.characterName)
charactersWindow:destroy()
mainMenu:hide()
else
@ -24,6 +25,7 @@ local function createCharactersWindow(characters, premDays)
local charactersWindow = UI.loadAndDisplayLocked('/mainmenu/ui/charlist.otui')
local charactersList = charactersWindow:getChildById('charactersList')
local accountStatusLabel = charactersWindow:getChildById('accountStatusLabel')
for i,characterInfo in ipairs(characters) do
local characterName = characterInfo[1]
local worldName = characterInfo[2]
@ -37,6 +39,10 @@ local function createCharactersWindow(characters, premDays)
label.characterName = characterName
label.worldHost = worldHost
label.worldPort = worldIp
if i == 0 or Configs.get('lastUsedCharacter') == characterName then
charactersList:focusChild(label, ActiveFocusReason)
end
end
if premDays > 0 then
accountStatusLabel:setText("Account Status:\nPremium Account (" .. premDays .. ' days left)')

@ -22,7 +22,6 @@ AnimatedTexture::AnimatedTexture(int width, int height, int channels, int numFra
m_framesTextureId[i] = id;
m_framesDelay[i] = framesDelay[i];
}
m_currentFrame = -1;
g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, this), 0);
}
@ -51,5 +50,5 @@ void AnimatedTexture::processAnimation()
m_textureId = m_framesTextureId[m_currentFrame];
AnimatedTexturePtr me = std::static_pointer_cast<AnimatedTexture>(shared_from_this());
if(me.use_count() > 1)
g_dispatcher.addEvent(std::bind(&AnimatedTexture::processAnimation, me), m_framesDelay[m_currentFrame]);
g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, me), m_framesDelay[m_currentFrame]);
}

@ -46,6 +46,7 @@ void LuaInterface::registerFunctions()
g_lua.bindClassMemberFunction<UIWidget>("insertChild", &UIWidget::insertChild);
g_lua.bindClassMemberFunction<UIWidget>("removeChild", &UIWidget::removeChild);
g_lua.bindClassMemberFunction<UIWidget>("addChild", &UIWidget::addChild);
g_lua.bindClassMemberFunction<UIWidget>("focusChild", &UIWidget::focusChild);
g_lua.bindClassMemberFunction<UIWidget>("lockChild", &UIWidget::lockChild);
g_lua.bindClassMemberFunction<UIWidget>("updateLayout", &UIWidget::updateLayout);
g_lua.bindClassMemberFunction<UIWidget>("updateParentLayout", &UIWidget::updateParentLayout);

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