fix chat and grid layout
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4590c1b894
commit
eb308997d4
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@ -6,10 +6,9 @@ local function onTabClick(tabButton)
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end
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end
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local function tabBlink(tabButton)
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local function tabBlink(tabButton)
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if tabButton.blinking then
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if not tabButton.blinking then return end
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tabButton:setOn(not tabButton:isOn())
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tabButton:setOn(not tabButton:isOn())
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scheduleEvent(function() tabBlink(tabButton) end, 300)
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scheduleEvent(function() tabBlink(tabButton) end, 500)
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end
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end
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end
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-- public functions
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-- public functions
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@ -66,12 +65,10 @@ function UITabBar:selectTab(tabButton)
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end
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end
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function UITabBar:blinkTab(tabButton)
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function UITabBar:blinkTab(tabButton)
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if not tabButton:isChecked() then
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if tabButton:isChecked() or tabButton.blinking then return end
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tabButton:setOn(true)
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tabButton.blinking = true
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tabButton.blinking = true
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tabBlink(tabButton)
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tabBlink(tabButton)
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end
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end
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end
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function UITabBar:getTabPanel(tabButton)
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function UITabBar:getTabPanel(tabButton)
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return tabButton.tabPanel
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return tabButton.tabPanel
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@ -74,8 +74,7 @@ local function onCreatureSpeak(name, level, speaktypedesc, message, channelId, c
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end
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end
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end
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end
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local channelPanel = consoleTabBar:getTabPanel(defaultChannelTab)
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Console.addText(message, speaktype.color, defaultChannelTab)
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Console.addText(message, speaktype.color, channelPanel)
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end
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end
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connect(Game, { onLogin = Console.create,
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connect(Game, { onLogin = Console.create,
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@ -75,8 +75,8 @@ void UIGridLayout::internalUpdate()
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if(!widget->isExplicitlyVisible())
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if(!widget->isExplicitlyVisible())
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continue;
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continue;
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int line = index / m_numLines;
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int line = index / m_numColumns;
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int column = index % m_numLines;
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int column = index % m_numColumns;
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Point virtualPos = Point(column * (m_cellSize.width() + m_cellSpacing), line * (m_cellSize.height() + m_cellSpacing));
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Point virtualPos = Point(column * (m_cellSize.width() + m_cellSpacing), line * (m_cellSize.height() + m_cellSpacing));
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Point pos = topLeft + virtualPos;
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Point pos = topLeft + virtualPos;
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@ -129,6 +129,7 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassMemberFunction<Creature>("setSkullTexture", &Creature::setSkullTexture);
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g_lua.bindClassMemberFunction<Creature>("setSkullTexture", &Creature::setSkullTexture);
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g_lua.bindClassMemberFunction<Creature>("setShieldTexture", &Creature::setShieldTexture);
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g_lua.bindClassMemberFunction<Creature>("setShieldTexture", &Creature::setShieldTexture);
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g_lua.bindClassMemberFunction<Creature>("setEmblemTexture", &Creature::setEmblemTexture);
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g_lua.bindClassMemberFunction<Creature>("setEmblemTexture", &Creature::setEmblemTexture);
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g_lua.bindClassMemberFunction<Creature>("asMonster", &Creature::asMonster);
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g_lua.registerClass<Item, Thing>();
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g_lua.registerClass<Item, Thing>();
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g_lua.bindClassStaticFunction<Item>("create", &Item::create);
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g_lua.bindClassStaticFunction<Item>("create", &Item::create);
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