why do i need window title for these panels

This commit is contained in:
minjaesong
2021-11-13 16:09:32 +09:00
parent ab37c29c88
commit 432c90776b
2 changed files with 8 additions and 6 deletions

View File

@@ -226,9 +226,10 @@ class UIKeyboardControlPanel(remoCon: UIRemoCon?) : UICanvas() {
}
// title
val title = Lang["MENU_OPTIONS_CONTROLS"]
batch.color = Color.WHITE
App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
// TODO display window "title" using text spinner ONLY WHEN gamepad config is also supported
// val title = Lang["MENU_OPTIONS_CONTROLS"]
// batch.color = Color.WHITE
// App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
}

View File

@@ -181,10 +181,11 @@ class UIKeyboardInputConfig(remoCon: UIRemoCon?) : UICanvas() {
App.fontGame.draw(batch, txt2, selDrawX + halfselw + (halfselw - tw2) / 2, y1)
// title
val title = Lang["MENU_CONTROLS_KEYBOARD"]
batch.color = Color.WHITE
App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
// TODO only when text input using gamepad is supported, and even then, use text spinner
// val title = Lang["MENU_CONTROLS_KEYBOARD"]
// App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
batch.color = Color.WHITE
uiItems.forEach { it.render(batch, camera) }
shiftin = Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Input.Keys.SHIFT_RIGHT)