Adds mouse wheel functionality to AIM member page when hovering mouse over the merc photo and for browsing Bobby Rays inventory pages. If mouse is over an item's big picture, 'ctrl' + mouse wheel will allow adding or removing items from shopping cart (by Asdow).

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9283 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Shadooow
2022-01-27 22:02:13 +00:00
parent ad8edc869e
commit 44eccb5eab
2 changed files with 139 additions and 46 deletions
+76 -46
View File
@@ -704,6 +704,7 @@ UINT8 GetStatColor( INT8 bStat );
//Hotkey Assignment
void HandleAimMemberKeyBoardInput();
void HandleAimMemberMouseInput(void);
void WaitForMercToFinishTalkingOrUserToClick();
@@ -1080,7 +1081,7 @@ void HandleAIMMembers()
}
HandleAimMemberKeyBoardInput();
HandleAimMemberMouseInput();
MarkButtonsDirty( );
}
@@ -1757,6 +1758,57 @@ void BtnWeaponboxSelectButtonCallback( GUI_BUTTON *btn, INT32 reason )
}
}
void PreviousAimMember(void)
{
InitCreateDeleteAimPopUpBox(AIM_POPUP_DELETE, NULL, NULL, 0, 0, 0);
if (gbCurrentIndex > 0)
{
if (_KeyDown(17)) // CTRL
gbCurrentIndex = 0;
else if (_KeyDown(16)) // SHIFT
gbCurrentIndex = __max(gbCurrentIndex - 10, 0);
else
gbCurrentIndex--;
}
else
gbCurrentIndex = MAX_NUMBER_MERCS - 1;
gfRedrawScreen = TRUE;
// gbCurrentSoldier = AimMercArray[gbCurrentIndex];
gbCurrentSoldier = gAimAvailability[AimMercArray[gbCurrentIndex]].ProfilId;
gbCurrentSoldierBio = gAimAvailability[AimMercArray[gbCurrentIndex]].AimBio;
gubVideoConferencingMode = AIM_VIDEO_NOT_DISPLAYED_MODE;
}
void NextAimMember(void)
{
InitCreateDeleteAimPopUpBox(AIM_POPUP_DELETE, NULL, NULL, 0, 0, 0);
if (gbCurrentIndex < MAX_NUMBER_MERCS - 1)
{
if (_KeyDown(17)) // CTRL
gbCurrentIndex = MAX_NUMBER_MERCS - 1;
else if (_KeyDown(16)) // SHIFT
gbCurrentIndex = __min(MAX_NUMBER_MERCS - 1, gbCurrentIndex + 10);
else
gbCurrentIndex++;
}
else
gbCurrentIndex = 0;
// gbCurrentSoldier = AimMercArray[gbCurrentIndex];
gbCurrentSoldier = gAimAvailability[AimMercArray[gbCurrentIndex]].ProfilId;
gbCurrentSoldierBio = gAimAvailability[AimMercArray[gbCurrentIndex]].AimBio;
gfRedrawScreen = TRUE;
gubVideoConferencingMode = AIM_VIDEO_NOT_DISPLAYED_MODE;
}
void BtnPreviousButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
@@ -1772,28 +1824,7 @@ BOOLEAN Stop = FALSE;
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
InitCreateDeleteAimPopUpBox(AIM_POPUP_DELETE, NULL, NULL, 0, 0, 0);
if( gbCurrentIndex > 0)
{
if (_KeyDown( 17 ) ) // CTRL
gbCurrentIndex = 0;
else if (_KeyDown( 16 ) ) // SHIFT
gbCurrentIndex = __max(gbCurrentIndex - 10, 0);
else
gbCurrentIndex--;
}
else
gbCurrentIndex = MAX_NUMBER_MERCS - 1;
gfRedrawScreen = TRUE;
// gbCurrentSoldier = AimMercArray[gbCurrentIndex];
gbCurrentSoldier = gAimAvailability[AimMercArray[gbCurrentIndex]].ProfilId;
gbCurrentSoldierBio = gAimAvailability[AimMercArray[gbCurrentIndex]].AimBio;
gubVideoConferencingMode = AIM_VIDEO_NOT_DISPLAYED_MODE;
PreviousAimMember();
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
@@ -1854,29 +1885,7 @@ BOOLEAN Stop = FALSE;
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
InitCreateDeleteAimPopUpBox(AIM_POPUP_DELETE, NULL, NULL, 0, 0, 0);
if( gbCurrentIndex < MAX_NUMBER_MERCS - 1 )
{
if (_KeyDown( 17 ) ) // CTRL
gbCurrentIndex = MAX_NUMBER_MERCS - 1;
else if (_KeyDown( 16 ) ) // SHIFT
gbCurrentIndex = __min(MAX_NUMBER_MERCS - 1, gbCurrentIndex + 10);
else
gbCurrentIndex++;
}
else
gbCurrentIndex = 0;
// gbCurrentSoldier = AimMercArray[gbCurrentIndex];
gbCurrentSoldier = gAimAvailability[AimMercArray[gbCurrentIndex]].ProfilId;
gbCurrentSoldierBio = gAimAvailability[AimMercArray[gbCurrentIndex]].AimBio;
gfRedrawScreen = TRUE;
gubVideoConferencingMode = AIM_VIDEO_NOT_DISPLAYED_MODE;
NextAimMember();
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
@@ -5215,6 +5224,27 @@ void HandleAimMemberKeyBoardInput()
}
void HandleAimMemberMouseInput(void)
{
gSelectedFaceRegion.WheelState = gSelectedFaceRegion.WheelState * (gGameSettings.fOptions[TOPTION_INVERT_WHEEL] ? -1 : 1);
if (gSelectedFaceRegion.uiFlags & MSYS_MOUSE_IN_AREA)
{
if (gSelectedFaceRegion.WheelState != 0)
{
if (gSelectedFaceRegion.WheelState > 0)
{
PreviousAimMember();
}
else
{
NextAimMember();
}
ResetWheelState(&gSelectedFaceRegion);
}
}
}
void WaitForMercToFinishTalkingOrUserToClick()
{
//if the region is not active