forked from Mirrors/openclonk
Contents menu: use tight grid layout (#1842)
This makes extra-slot containers not block an extra row anymore. However, they might jump around a bit. It might be a good idea to set their priority lower to make them always appear first. When they would be in front, the tight grid layout would likely not move them around.directional-lights
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8a8593e0ba
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12e808263b
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@ -13,6 +13,15 @@ func Construction()
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this.Style = GUI_GridLayout;
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}
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public func SetTightGridLayout(bool tight)
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{
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tight = tight ?? true;
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if (tight)
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this.Style = GUI_TightGridLayout;
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else
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this.Style = GUI_GridLayout;
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}
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func MakeEntryProplist(symbol, text)
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{
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var custom_entry = {Bottom = "+2em", Right = "+2em", desc = {Style = GUI_TextRight | GUI_TextBottom}};
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@ -716,6 +716,8 @@ func CreateMainMenu(object obj, int slot)
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continue;
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}
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menu.menu_object = CreateObject(MenuStyle_Grid);
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if (menu.flag == InteractionMenu_Contents)
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menu.menu_object->SetTightGridLayout();
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menu.menu_object.Top = "+1em";
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menu.menu_object.Priority = 2;
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@ -1045,8 +1047,7 @@ func FxIntRefreshContentsMenuTimer(target, effect, time)
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// Use a default grid-menu entry as the base.
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custom = MenuStyle_Grid->MakeEntryProplist(symbol, nil);
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// Pack it into a larger frame to allow for another button below.
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// The entries with contents are sorted to the back of the inventory menu. This makes for a nicer layout.
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custom = {Right = custom.Right, Bottom = "4em", top = custom, Priority = 10000 + obj->GetValue()};
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custom = {Right = custom.Right, Bottom = "4em", top = custom, Priority = obj->GetValue()};
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// Then add a little container-symbol (that can be clicked).
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custom.bottom =
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{
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