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vr:: emptyscreen() so that VR knows what to do if there is no screen

This commit is contained in:
Zeno Rogue 2021-02-07 18:32:39 +01:00
parent 198decfd64
commit 9844125d78
3 changed files with 10 additions and 0 deletions

View File

@ -2790,6 +2790,7 @@ void list_setting::show_edit_option(char key) {
dialog::addSelItem(XLAT(menu_item_name), XLAT(options[get_value()].first), key);
dialog::add_action_push([this] {
add_to_changed(this);
gamescreen(2);
dialog::init(XLAT(menu_item_name));
dialog::addBreak(100);
int q = isize(options);

View File

@ -667,6 +667,7 @@ EX namespace dialog {
EX void drawColorDialog() {
cmode = sm::NUMBER | dialogflags;
if(cmode & sm::SIDE) gamescreen(0);
else emptyscreen();
dcenter = vid.xres/2;
dwidth = vid.xres;
@ -875,6 +876,7 @@ EX namespace dialog {
cmode = sm::NUMBER | dialogflags;
if(numberdark < DONT_SHOW)
gamescreen(numberdark);
else emptyscreen();
init(ne.title);
addInfo(ne.s);
if(ne.intval && ne.sc.direct == &identity_f)
@ -1267,6 +1269,7 @@ EX namespace dialog {
cmode = sm::NUMBER | dialogflags;
if(numberdark < DONT_SHOW)
gamescreen(numberdark);
else emptyscreen();
init(ne.title);
addInfo(view_edited_string());
addBreak(100);

View File

@ -5112,6 +5112,12 @@ EX void gamescreen(int _darken) {
#endif
}
EX void emptyscreen() {
ptds.clear();
ray::in_use = false;
drawqueue();
}
EX bool nohelp;
EX bool no_find_player;