Added mouse wheel scroll functionality for changing pages in strategic map inventory (by Asdow).

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9266 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-01-18 19:29:50 +00:00
parent 8e60b4d442
commit f1ba48f51f
+109 -34
View File
@@ -213,6 +213,7 @@ UINT32 uiNumberOfUnSeenItems = 0;
//MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_SLOT_COUNT ];
MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_MAX_SLOTS ];
MOUSE_REGION MapInventoryPoolMask;
MOUSE_REGION MapInventoryPageScrollArea;
// HEADROCK HAM 5: This rectangle describes the inventory. It is used to limit cursor movement while waiting for zoom input.
SGPRect MapInventoryRect;
@@ -407,6 +408,10 @@ void MapInventoryFilterToggle( UINT32 uiFlags );
void MapInventoryFilterSet( UINT32 uiFlags );
void HandleSetFilterButtons();
void InitMapInventoryCoordinates(void);
void HandleMousePageScroll(void);
void MapInvNextPage(void);
void MapInvPreviousPage(void);
//dnl ch75 271013 ClearAllItemPools and RefreshItemPools are relocated from "Handle Items.cpp"
void ClearAllItemPools()
@@ -920,6 +925,14 @@ void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen )
// create buttons
CreateMapInventoryButtons( );
// Create mouseregion for page scroll
MSYS_DefineRegion(
&MapInventoryPageScrollArea,
UI_MAP.BorderRegion.x, UI_MAP.BorderRegion.y,
UI_MAP.BorderRegion.x + UI_MAP.BorderRegion.width, UI_MAP.BorderRegion.y + UI_MAP.BorderRegion.height,
MSYS_PRIORITY_NORMAL, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK
);
// Flugente: certain features need to alter an item's temperature value depending on the time passed
// if we do these functions here and adjust for the time passed since this sector was loaded last, it will seem to the player
// as if these checks are always performed in any sector
@@ -972,6 +985,8 @@ void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen )
DestroyInventoryPoolDoneButton( );
MSYS_RemoveRegion(&MapInventoryPageScrollArea);
// HEADROCK HAM 5: Destroy big item graphics.
if (fMapInventoryZoom)
{
@@ -2770,56 +2785,32 @@ BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo, IN
void MapInventoryPoolNextBtn( GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
// if can go to next page, go there
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;
}
btn->uiFlags&=~(BUTTON_CLICKED_ON);
MapInvNextPage();
}
}
}
void MapInventoryPoolPrevBtn( GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
// if can go to next page, go there
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;
}
btn->uiFlags&=~(BUTTON_CLICKED_ON);
MapInvPreviousPage();
}
}
}
@@ -3800,6 +3791,7 @@ void HandleMapSectorInventory( void )
{
HandleMouseInCompatableItemForMapSectorInventory( iCurrentlyHighLightedItem );
}
HandleMousePageScroll();
}
@@ -6326,6 +6318,89 @@ void HandleSectorCooldownFunctions( INT16 sMapX, INT16 sMapY, INT8 sMapZ, std::v
}
void ResetMapInventoryWheelStates(void)
{
MapInventoryPageScrollArea.WheelState = 0;
for (UINT32 i = 0; i < MAP_INVENTORY_POOL_SLOT_COUNT; i++)
{
MapInventoryPoolSlots[i].WheelState = 0;
}
}
void HandleMousePageScroll(void)
{
boolean scroll = false;
if (MapInventoryPageScrollArea.WheelState > 0)
{
scroll = true;
}
for (UINT32 i = 0; i < MAP_INVENTORY_POOL_SLOT_COUNT; i++)
{
if (MapInventoryPoolSlots[i].WheelState > 0)
{
scroll = true;
break;
}
}
if (scroll == true)
{
MapInvPreviousPage();
ResetMapInventoryWheelStates();
return;
}
if (MapInventoryPageScrollArea.WheelState < 0)
{
scroll = true;
}
for (UINT32 i = 0; i < MAP_INVENTORY_POOL_SLOT_COUNT; i++)
{
if (MapInventoryPoolSlots[i].WheelState < 0)
{
scroll = true;
break;
}
}
if (scroll == true)
{
MapInvNextPage();
ResetMapInventoryWheelStates();
}
}
void MapInvNextPage(void)
{
// if can go to next page, go there
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;
}
}
void MapInvPreviousPage(void)
{
// if can go to next page, go there
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;
}
}
void InitMapInventoryCoordinates(void)
{
if (isWidescreenUI())