diff --git a/src/ui/settings/abstract-settings-ui-handler.ts b/src/ui/settings/abstract-settings-ui-handler.ts index 81ddacb18..4f8187b24 100644 --- a/src/ui/settings/abstract-settings-ui-handler.ts +++ b/src/ui/settings/abstract-settings-ui-handler.ts @@ -242,9 +242,13 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler { // For each element in the binding settings, update the icon according to the current assignment. for (const elm of this.bindingSettings) { - // const key = getKeyForSettingName(activeConfig, elm); // Get the key for the setting name. const {key, icon} = getKeyAndActionFromCurrentKeysWithSettingName(activeConfig, elm); - this.inputsIcons[key].setFrame(icon); // Set the icon frame to the inputs icon object. + if (icon) { + this.inputsIcons[key].setFrame(icon); + this.inputsIcons[key].alpha = 1; + } else { + this.inputsIcons[key].alpha = 0; + } } // Set the cursor and scroll cursor to their initial positions. diff --git a/src/ui/settings/settings-keyboard-ui-handler.ts b/src/ui/settings/settings-keyboard-ui-handler.ts index fd5a86876..91995aeb3 100644 --- a/src/ui/settings/settings-keyboard-ui-handler.ts +++ b/src/ui/settings/settings-keyboard-ui-handler.ts @@ -98,6 +98,7 @@ export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandl if (setting === this.settingDevice.Default_Layout) { // Iterate over all layouts excluding the 'noGamepads' special case. for (const _key of Object.keys(this.layout)) { + if (_key === 'noKeyboard') continue; // Skip updating the no gamepad layout. // Update the text of the first option label under the current setting to the name of the chosen gamepad, // truncating the name to 30 characters if necessary. this.layout[_key].optionValueLabels[index][0].setText(truncateString(this.scene.inputController.chosenKeyboard, 30));