change mouse press behaviour
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2835a66bab
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2e43a77d64
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@ -60,6 +60,7 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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((Mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton) or
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(Mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then
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local tile = self:getTile(mousePosition)
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print(tile:getTopLookThing():getId())
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g_game.look(tile:getTopLookThing())
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self.cancelNextRelease = true
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return true
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@ -89,8 +89,8 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
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// disable texture border
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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setupFilters();
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@ -1383,10 +1383,10 @@ bool UIWidget::onMousePress(const Point& mousePos, Fw::MouseButton button)
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m_lastClickPosition = mousePos;
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}
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if(hasLuaField("onMousePress")) {
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if(hasLuaField("onMousePress"))
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return callLuaField<bool>("onMousePress", mousePos, button);
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}
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return true;
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return false;
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}
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bool UIWidget::onMouseRelease(const Point& mousePos, Fw::MouseButton button)
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@ -48,7 +48,7 @@ ItemPtr Item::create(int id)
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}
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PainterShaderProgramPtr itemProgram;
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//int ITEM_ID_UNIFORM = 10;
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int ITEM_ID_UNIFORM = 10;
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void Item::draw(const Point& dest, float scaleFactor, bool animate)
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{
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@ -167,11 +167,11 @@ void Item::draw(const Point& dest, float scaleFactor, bool animate)
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itemProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
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itemProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/item.frag");
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itemProgram->link();
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//itemProgram->bindUniformLocation(ITEM_ID_UNIFORM, "itemId");
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itemProgram->bindUniformLocation(ITEM_ID_UNIFORM, "itemId");
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}
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g_painter.setCustomProgram(itemProgram);
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itemProgram->bind();
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//itemProgram->setUniformValue(ITEM_ID_UNIFORM, (int)m_id);
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itemProgram->setUniformValue(ITEM_ID_UNIFORM, (int)m_id);
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// now we can draw the item
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internalDraw(dest, scaleFactor, xPattern, yPattern, zPattern, animationPhase);
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