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 // title
val title = Lang["MENU_OPTIONS_CONTROLS"] // TODO display window "title" using text spinner ONLY WHEN gamepad config is also supported
batch.color = Color.WHITE // val title = Lang["MENU_OPTIONS_CONTROLS"]
App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat()) // 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) App.fontGame.draw(batch, txt2, selDrawX + halfselw + (halfselw - tw2) / 2, y1)
// title // title
val title = Lang["MENU_CONTROLS_KEYBOARD"] // TODO only when text input using gamepad is supported, and even then, use text spinner
batch.color = Color.WHITE // val title = Lang["MENU_CONTROLS_KEYBOARD"]
App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat()) // 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) } uiItems.forEach { it.render(batch, camera) }
shiftin = Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Input.Keys.SHIFT_RIGHT) shiftin = Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Input.Keys.SHIFT_RIGHT)