review notes from Az

Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
This commit is contained in:
marauder2k7 2025-03-30 11:22:42 +01:00
parent b707b2e2b7
commit 73ad92b757
60 changed files with 189 additions and 164 deletions

View file

@ -826,9 +826,9 @@ IMPLEMENT_CALLBACK(GuiGameSettingsCtrl, onAxisEvent, void, (const char* device,
void GuiGameSettingsCtrl::initPersistFields()
{
docsURL;
INITPERSISTFIELD_IMAGEASSET_REFACTOR(KeybindBitmap, GuiGameSettingsCtrl, "Bitmap used to display the bound key for this keybind option.");
INITPERSISTFIELD_IMAGEASSET_REFACTOR(PreviousBitmap, GuiGameSettingsCtrl, "Bitmap used for the previous button when in list mode.");
INITPERSISTFIELD_IMAGEASSET_REFACTOR(NextBitmap, GuiGameSettingsCtrl, "Bitmap used for the next button when in list mode.");
INITPERSISTFIELD_IMAGEASSET(KeybindBitmap, GuiGameSettingsCtrl, "Bitmap used to display the bound key for this keybind option.");
INITPERSISTFIELD_IMAGEASSET(PreviousBitmap, GuiGameSettingsCtrl, "Bitmap used for the previous button when in list mode.");
INITPERSISTFIELD_IMAGEASSET(NextBitmap, GuiGameSettingsCtrl, "Bitmap used for the next button when in list mode.");
addFieldV("arrowSize", TypeRangedS32, Offset(mArrowSize, GuiGameSettingsCtrl), &CommonValidators::PositiveInt,
"Size of the arrow buttons' extents");