More highlighting changes (by Shadooow):

- unified the highlight behavior with currently held item in cursor to only ever highlight compatible items for that item (was the case in tactical, not in map screen)
- enabled the body silhouette in map screen to be lit up when hovering/holding consumable item just as it happens in tactical mode
- few small fixes correcting code I sent previously

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8999 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2021-05-04 09:56:58 +00:00
parent a9a6193a81
commit 239005365f
4 changed files with 106 additions and 59 deletions
@@ -1279,16 +1279,21 @@ void MapInvenPoolSlotsMove( MOUSE_REGION * pRegion, INT32 iReason )
{
if( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
iCurrentlyHighLightedItem = iCounter;
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = TRUE;
if (gpItemPointer == NULL)
{
iCurrentlyHighLightedItem = iCounter;
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = TRUE;
}
}
else if( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
iCurrentlyHighLightedItem = -1;
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = FALSE;
if (gpItemPointer == NULL)
{
iCurrentlyHighLightedItem = NO_SLOT;
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = FALSE;
}
// re render radar map
RenderRadarScreen( );
}
@@ -2749,6 +2754,12 @@ void MapInventoryPoolNextBtn( GUI_BUTTON *btn, INT32 reason )
if( iCurrentInventoryPoolPage < ( iLastInventoryPoolPage ) )
{
iCurrentInventoryPoolPage++;
//shadooow: this will re-render item compatibility highlighting when changing pages for currently held item
if (gpItemPointer != NULL)
{
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = TRUE;
}
fMapPanelDirty = TRUE;
}
}
@@ -2771,6 +2782,12 @@ void MapInventoryPoolPrevBtn( GUI_BUTTON *btn, INT32 reason )
if( iCurrentInventoryPoolPage > 0 )
{
iCurrentInventoryPoolPage--;
//shadooow: this will re-render item compatibility highlighting when changing pages for currently held item
if (gpItemPointer != NULL)
{
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = TRUE;
}
fMapPanelDirty = TRUE;
}
}
@@ -2924,7 +2941,12 @@ void MapInventoryPoolFilterBtn( GUI_BUTTON *btn, INT32 reason )
{
MapInventoryFilterToggle( btn->UserData[1] );
}
//shadooow: this will re-render item compatibility highlighting when changing filters for currently held item
if (gpItemPointer != NULL)
{
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = TRUE;
}
// HEADROCK HAM 5: Disabled for now, as we've got buttons for this.
//CreateMapInventoryFilterMenu( );
}
@@ -2941,7 +2963,12 @@ void MapInventoryPoolFilterBtn( GUI_BUTTON *btn, INT32 reason )
{
MapInventoryFilterToggle( btn->UserData[3] );
}
//shadooow: this will re-render item compatibility highlighting when changing filters for currently held item
if (gpItemPointer != NULL)
{
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = TRUE;
}
// HEADROCK HAM 5: Disabled for now, as we've got buttons for this.
//CreateMapInventoryFilterMenu( );
}
@@ -3630,9 +3657,9 @@ void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
}
//Nothing selected or out of bounds or empty slot selected; highlightings reseted already, return
if ( iCurrentSlot == NO_SLOT ||
if ( gpItemPointer == NULL && (iCurrentSlot == NO_SLOT ||
(pInventoryPoolList.size() < (UINT32)(iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) )) ||
pInventoryPoolList[ iCurrentSlot + iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ].fExists == FALSE )
pInventoryPoolList[ iCurrentSlot + iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ].fExists == FALSE ))
{
fChangedInventorySlots = FALSE;
if (fItemWasHighLighted)