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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.
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60 changed files with 189 additions and 164 deletions
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@ -826,9 +826,9 @@ IMPLEMENT_CALLBACK(GuiGameSettingsCtrl, onAxisEvent, void, (const char* device,
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void GuiGameSettingsCtrl::initPersistFields()
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{
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docsURL;
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(KeybindBitmap, GuiGameSettingsCtrl, "Bitmap used to display the bound key for this keybind option.");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(PreviousBitmap, GuiGameSettingsCtrl, "Bitmap used for the previous button when in list mode.");
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INITPERSISTFIELD_IMAGEASSET_REFACTOR(NextBitmap, GuiGameSettingsCtrl, "Bitmap used for the next button when in list mode.");
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INITPERSISTFIELD_IMAGEASSET(KeybindBitmap, GuiGameSettingsCtrl, "Bitmap used to display the bound key for this keybind option.");
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INITPERSISTFIELD_IMAGEASSET(PreviousBitmap, GuiGameSettingsCtrl, "Bitmap used for the previous button when in list mode.");
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INITPERSISTFIELD_IMAGEASSET(NextBitmap, GuiGameSettingsCtrl, "Bitmap used for the next button when in list mode.");
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addFieldV("arrowSize", TypeRangedS32, Offset(mArrowSize, GuiGameSettingsCtrl), &CommonValidators::PositiveInt,
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"Size of the arrow buttons' extents");
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