hide deleted keys
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cba9049613
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85a0debb6c
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@ -242,9 +242,13 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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// For each element in the binding settings, update the icon according to the current assignment.
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// For each element in the binding settings, update the icon according to the current assignment.
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for (const elm of this.bindingSettings) {
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for (const elm of this.bindingSettings) {
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// const key = getKeyForSettingName(activeConfig, elm); // Get the key for the setting name.
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const {key, icon} = getKeyAndActionFromCurrentKeysWithSettingName(activeConfig, elm);
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const {key, icon} = getKeyAndActionFromCurrentKeysWithSettingName(activeConfig, elm);
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this.inputsIcons[key].setFrame(icon); // Set the icon frame to the inputs icon object.
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if (icon) {
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this.inputsIcons[key].setFrame(icon);
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this.inputsIcons[key].alpha = 1;
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} else {
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this.inputsIcons[key].alpha = 0;
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}
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}
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}
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// Set the cursor and scroll cursor to their initial positions.
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// Set the cursor and scroll cursor to their initial positions.
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@ -98,6 +98,7 @@ export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandl
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if (setting === this.settingDevice.Default_Layout) {
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if (setting === this.settingDevice.Default_Layout) {
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// Iterate over all layouts excluding the 'noGamepads' special case.
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// Iterate over all layouts excluding the 'noGamepads' special case.
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for (const _key of Object.keys(this.layout)) {
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for (const _key of Object.keys(this.layout)) {
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if (_key === 'noKeyboard') continue; // Skip updating the no gamepad layout.
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// Update the text of the first option label under the current setting to the name of the chosen gamepad,
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// Update the text of the first option label under the current setting to the name of the chosen gamepad,
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// truncating the name to 30 characters if necessary.
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// truncating the name to 30 characters if necessary.
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this.layout[_key].optionValueLabels[index][0].setText(truncateString(this.scene.inputController.chosenKeyboard, 30));
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this.layout[_key].optionValueLabels[index][0].setText(truncateString(this.scene.inputController.chosenKeyboard, 30));
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