Link various screens accessible from the bridge
This kind of linking is starting to creak...
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@@ -11,7 +11,9 @@ func init() {
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registerBuilder(menus.TypeSimpleButton, registerSimpleButton)
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registerBuilder(menus.TypeInvokeButton, registerInvokeButton)
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registerBuilder(menus.TypeMainButton, registerMainButton)
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registerBuilder(menus.TypeDoorHotspot, registerDebug("Unimplemented DoorHotspot", nil))
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registerBuilder(menus.TypeDoorHotspot, registerDoorHotspot)
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registerBuilder(menus.TypeDoorHotspot2, registerDoorHotspot)
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registerBuilder(menus.TypeDoorHotspot3, registerDoorHotspot)
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}
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// A button without hover animation
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@@ -79,6 +81,29 @@ func registerMainButton(d *Driver, r *menus.Record) error {
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return nil
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}
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func registerDoorHotspot(d *Driver, r *menus.Record) error {
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sprites, err := d.menu.Sprites(r.Share, 2) // base, pressed
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if err != nil {
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return err
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}
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btn := &button{
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path: r.Path(),
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baseSpr: sprites[0],
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clickSpr: sprites[1],
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frozenSpr: sprites[0], // No disabled sprite
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hoverImpl: hoverImpl{text: r.Text},
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}
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d.clickables = append(d.clickables, btn)
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d.freezables = append(d.freezables, btn)
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d.hoverables = append(d.hoverables, btn)
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d.paintables = append(d.paintables, btn)
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return nil
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}
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func registerButton(d *Driver, r *menus.Record, spriteId int) error {
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sprites, err := d.menu.Sprites(spriteId, 3) // base, pressed, disabled
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if err != nil {
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