Fix navigation in player menus with more than one column/row

objectmenu
Günther Brammer 2016-01-27 03:59:42 +01:00
parent 23acdc6060
commit d3428003a8
1 changed files with 1 additions and 1 deletions

View File

@ -1237,7 +1237,7 @@ bool C4PlayerControl::ExecuteControlAction(int32_t iControl, C4PlayerControlDef:
case C4PlayerControlDef::CDA_MenuLeft: if (!pPlr || !pPlr->Menu.IsActive() || fUp) return false; pPlr->Menu.Control(COM_MenuLeft ,0); return true; // navigate
case C4PlayerControlDef::CDA_MenuUp: if (!pPlr || !pPlr->Menu.IsActive() || fUp) return false; pPlr->Menu.Control(COM_MenuUp ,0); return true; // navigate
case C4PlayerControlDef::CDA_MenuRight: if (!pPlr || !pPlr->Menu.IsActive() || fUp) return false; pPlr->Menu.Control(COM_MenuRight,0); return true; // navigate
case C4PlayerControlDef::CDA_MenuDown: if (!pPlr || !pPlr->Menu.IsActive() || fUp) return false; pPlr->Menu.Control(COM_MenuRight,0); return true; // navigate
case C4PlayerControlDef::CDA_MenuDown: if (!pPlr || !pPlr->Menu.IsActive() || fUp) return false; pPlr->Menu.Control(COM_MenuDown,0); return true; // navigate
case C4PlayerControlDef::CDA_ObjectMenuTextComplete: if (!pCursorMenu || fUp || !pCursorMenu->IsTextProgressing()) return false; pCursorMenu->Control(COM_MenuShowText,0); return true; // fast-foward text display
case C4PlayerControlDef::CDA_ObjectMenuOK: if (!pCursorMenu || fUp) return false; pCursorMenu->Control(COM_MenuEnter,0); return true; // ok on item
case C4PlayerControlDef::CDA_ObjectMenuOKAll: if (!pCursorMenu || fUp) return false; pCursorMenu->Control(COM_MenuEnterAll,0); return true; // alt ok on item