Removes all internal references and listeners as well as removes children from the display list.
Do not use a Container after calling destroy.
Optionaloptions: DestroyOptions
Options parameter. A boolean will act as if all options have been set to that value
true when the action was used
Moves the highlight by delta rows, skipping disabled ones.
Wraps at both ends, which is what a short menu wants. Returns false when there is nothing selectable to move to, so a caller can beep rather than doing nothing.
Selects and confirms row index in one step, the way a mouse or touch player expects
from a menu row rather than a select-then-confirm keyboard sequence - the same pointer
parity IconGrid.tapCell already gives its cells. A disabled row is a no-op, the same
as an out-of-range one. This is what a row's own pointerdown handler calls, so a game
driving the list programmatically (a test, a gamepad-to-pointer bridge) reaches the
exact behaviour a real tap would.
A scrolling list of rows, driven by the keyboard.
This is the workhorse of an inventory-heavy game: bags, spell lists, shop stock, dialogue choices, save slots. It scrolls by keeping the highlight in view rather than by pixel offset, which is what makes it feel right with a keyboard: the list moves only when the selection would otherwise leave the window.
Rows that are
disabledare skipped when moving, so holding a direction never lands on something unusable.Example