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afritz1 avatar afritz1 commented on September 15, 2024

I ran through the character creation back and forth a few times to stress test it and the class list is working fine every time for me. Your problem is happening on the "Choose thy class..." screen, right?

The code for getting the list of classes from "data/text/classes.txt" is run whenever the ChooseClassPanel constructor is run, which is just before the "Choose thy class..." screen appears. This assertion assert(this->charClasses.size() > 0) at the end of the constructor makes sure that the classes were loaded from file.

Maybe it's a problem with the ListBox class, but I'm not sure about that. I can't seem to reproduce the problem.

from opentesarena.

Ragora avatar Ragora commented on September 15, 2024

It happens more often than not: https://i.imgur.com/x20AwBI.png

It looks like it has data in it, but the actual behavior indicates otherwise. No helper text when rolled over any of the classes and nothing happens if I click anywhere in it.

from opentesarena.

Ragora avatar Ragora commented on September 15, 2024

Was caused by the scroll index of the ListBox not being initialized to some sane value when constructed. I don't know why it wouldn't have manifested on Windows (either MSVC initializes values to something sane for you or the memory is zero'd out when allocated on Windows).

On that notion, how about preallocating all the various GUI classes versus constructing them again and again? It just seems weird to rebuild GUI's every time we want to use them, but I would figure the majority of the ones here currently only show up once or twice in a single run.

from opentesarena.

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