fixed a bug with menu button unclickable in game

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Eric 2023-06-07 20:12:59 -07:00
parent ddffdbdbb0
commit 19b1427ee1
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GPG Key ID: 89C93F0F8D6D5A98
7 changed files with 38 additions and 52 deletions

56
.efrocachemap generated
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@ -1,4 +1,4 @@
### 1.7.20 (build 21064, api 8, 2023-06-07) ### 1.7.20 (build 21066, api 8, 2023-06-07)
- This seems like a good time for a `refactoring` release in anticipation of - This seems like a good time for a `refactoring` release in anticipation of
changes coming in 1.8. Basically this means that a lot of things will be changes coming in 1.8. Basically this means that a lot of things will be
@ -292,6 +292,8 @@
problem within the plugin's code. This is now correctly handled and reported. problem within the plugin's code. This is now correctly handled and reported.
Which is good because this situation will come up a lot for people upgrading Which is good because this situation will come up a lot for people upgrading
old plugins which reference 'ba' and other modules that no longer exist. old plugins which reference 'ba' and other modules that no longer exist.
- (build 21064) Fixed an issue where the menu button wasn't clickable in-game
(thanks for the heads up Irvin).
### 1.7.19 (build 20997, api 7, 2023-01-19) ### 1.7.19 (build 20997, api 7, 2023-01-19)

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@ -28,7 +28,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be # Build number and version of the ballistica binary we expect to be
# using. # using.
TARGET_BALLISTICA_BUILD = 21064 TARGET_BALLISTICA_BUILD = 21066
TARGET_BALLISTICA_VERSION = '1.7.20' TARGET_BALLISTICA_VERSION = '1.7.20'
_g_env_config: EnvConfig | None = None _g_env_config: EnvConfig | None = None

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@ -1263,9 +1263,9 @@ void Input::HandleMouseDown(int button, const Vector2f& position) {
return; return;
} }
if (!g_base->ui->MainMenuVisible()) { // if (!g_base->ui->MainMenuVisible()) {
return; // return;
} // }
mark_input_active(); mark_input_active();

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@ -97,13 +97,6 @@ auto UI::MainMenuVisible() const -> bool {
return false; return false;
} }
// FIXME should be same as MainMenuVisible.
// auto UI::IsWindowPresent() const -> bool {
// return ((screen_root_widget_.Exists() && screen_root_widget_->HasChildren())
// || (overlay_root_widget_.Exists()
// && overlay_root_widget_->HasChildren()));
//}
auto UI::PartyIconVisible() -> bool { auto UI::PartyIconVisible() -> bool {
if (g_base->HaveUIV1()) { if (g_base->HaveUIV1()) {
return g_base->ui_v1()->PartyIconVisible(); return g_base->ui_v1()->PartyIconVisible();
@ -211,7 +204,7 @@ auto UI::ShouldHighlightWidgets() const -> bool {
// Show selection highlights only if we've got controllers connected and only // Show selection highlights only if we've got controllers connected and only
// when the main UI is visible (dont want a selection highlight for toolbar // when the main UI is visible (dont want a selection highlight for toolbar
// buttons during a game). // buttons during a game).
return (g_base->input->have_non_touch_inputs() && MainMenuVisible()); return g_base->input->have_non_touch_inputs() && MainMenuVisible();
} }
auto UI::ShouldShowButtonShortcuts() const -> bool { auto UI::ShouldShowButtonShortcuts() const -> bool {

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@ -25,11 +25,8 @@
// Predeclare a few things from ui_v1. // Predeclare a few things from ui_v1.
namespace ballistica::ui_v1 { namespace ballistica::ui_v1 {
class ContainerWidget;
class RootWidget;
class Widget; class Widget;
class RootUI; }
} // namespace ballistica::ui_v1
namespace ballistica::base { namespace ballistica::base {
@ -50,8 +47,6 @@ class UI {
void Reset(); void Reset();
// auto IsCurrentContext() const -> bool;
/// Pop up an in-game window to show a url (NOT in a browser). /// Pop up an in-game window to show a url (NOT in a browser).
/// Can be called from any thread. /// Can be called from any thread.
void ShowURL(const std::string& url); void ShowURL(const std::string& url);
@ -70,10 +65,6 @@ class UI {
void HandleLegacyRootUIMouseUp(float x, float y); void HandleLegacyRootUIMouseUp(float x, float y);
auto PartyWindowOpen() -> bool; auto PartyWindowOpen() -> bool;
/// Return whether there is UI present in either the main or overlay
/// stacks. Generally this implies the focus should be on the UI.
// auto IsWindowPresent() const -> bool;
void Draw(FrameDef* frame_def); void Draw(FrameDef* frame_def);
// Returns the widget an input should send commands to, if any. // Returns the widget an input should send commands to, if any.

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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica { namespace ballistica {
// These are set automatically via script; don't modify them here. // These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21064; const int kEngineBuildNumber = 21066;
const char* kEngineVersion = "1.7.20"; const char* kEngineVersion = "1.7.20";
auto MonolithicMain(const core::CoreConfig& core_config) -> int { auto MonolithicMain(const core::CoreConfig& core_config) -> int {