| 313 | } |
| 314 | |
| 315 | void Menu::Build() |
| 316 | { |
| 317 | // Recursively build all children, so they can determine their size, use |
| 318 | // that size to indicate cell sizes if this object contains more than |
| 319 | // one item |
| 320 | for (auto& m : items) |
| 321 | { |
| 322 | if (m.HasChildren()) |
| 323 | { |
| 324 | m.Build(); |
| 325 | } |
| 326 | |
| 327 | // Longest child name determines cell width |
| 328 | vCellSize.x = std::max(m.GetSize().x, vCellSize.x); |
| 329 | vCellSize.y = std::max(m.GetSize().y, vCellSize.y); |
| 330 | } |
| 331 | |
| 332 | // Adjust size of this object (in patches) if it were rendered as a panel |
| 333 | vSizeInPatches.x = vCellTable.x * vCellSize.x + (vCellTable.x - 1) * vCellPadding.x + 2; |
| 334 | vSizeInPatches.y = vCellTable.y * vCellSize.y + (vCellTable.y - 1) * vCellPadding.y + 2; |
| 335 | |
| 336 | // Calculate how many rows this item has to hold |
| 337 | nTotalRows = (items.size() / vCellTable.x) + (((items.size() % vCellTable.x) > 0) ? 1 : 0); |
| 338 | } |
| 339 | |
| 340 | void Menu::DrawSelf(olc::PixelGameEngine& pge, olc::Sprite* sprGFX, olc::vi2d vScreenOffset) |
| 341 | { |
nothing calls this directly
no test coverage detected