From 2e43a77d640561c5a8e667226e85f23657d1480b Mon Sep 17 00:00:00 2001 From: Eduardo Bart Date: Sat, 7 Apr 2012 00:37:29 -0300 Subject: [PATCH] change mouse press behaviour --- modules/game/widgets/uigamemap.lua | 1 + src/framework/graphics/texture.cpp | 4 ++-- src/framework/ui/uiwidget.cpp | 6 +++--- src/otclient/core/item.cpp | 6 +++--- 4 files changed, 9 insertions(+), 8 deletions(-) diff --git a/modules/game/widgets/uigamemap.lua b/modules/game/widgets/uigamemap.lua index 2f0a181a..26d55886 100644 --- a/modules/game/widgets/uigamemap.lua +++ b/modules/game/widgets/uigamemap.lua @@ -60,6 +60,7 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton) ((Mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton) or (Mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then local tile = self:getTile(mousePosition) + print(tile:getTopLookThing():getId()) g_game.look(tile:getTopLookThing()) self.cancelNextRelease = true return true diff --git a/src/framework/graphics/texture.cpp b/src/framework/graphics/texture.cpp index 63cd0c4b..7629ad2b 100644 --- a/src/framework/graphics/texture.cpp +++ b/src/framework/graphics/texture.cpp @@ -89,8 +89,8 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels); // disable texture border - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); setupFilters(); diff --git a/src/framework/ui/uiwidget.cpp b/src/framework/ui/uiwidget.cpp index ee7cac10..91f50bbc 100644 --- a/src/framework/ui/uiwidget.cpp +++ b/src/framework/ui/uiwidget.cpp @@ -1383,10 +1383,10 @@ bool UIWidget::onMousePress(const Point& mousePos, Fw::MouseButton button) m_lastClickPosition = mousePos; } - if(hasLuaField("onMousePress")) { + if(hasLuaField("onMousePress")) return callLuaField("onMousePress", mousePos, button); - } - return true; + + return false; } bool UIWidget::onMouseRelease(const Point& mousePos, Fw::MouseButton button) diff --git a/src/otclient/core/item.cpp b/src/otclient/core/item.cpp index 31eb0909..157f0950 100644 --- a/src/otclient/core/item.cpp +++ b/src/otclient/core/item.cpp @@ -48,7 +48,7 @@ ItemPtr Item::create(int id) } PainterShaderProgramPtr itemProgram; -//int ITEM_ID_UNIFORM = 10; +int ITEM_ID_UNIFORM = 10; void Item::draw(const Point& dest, float scaleFactor, bool animate) { @@ -167,11 +167,11 @@ void Item::draw(const Point& dest, float scaleFactor, bool animate) itemProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); itemProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/item.frag"); itemProgram->link(); - //itemProgram->bindUniformLocation(ITEM_ID_UNIFORM, "itemId"); + itemProgram->bindUniformLocation(ITEM_ID_UNIFORM, "itemId"); } g_painter.setCustomProgram(itemProgram); itemProgram->bind(); - //itemProgram->setUniformValue(ITEM_ID_UNIFORM, (int)m_id); + itemProgram->setUniformValue(ITEM_ID_UNIFORM, (int)m_id); // now we can draw the item internalDraw(dest, scaleFactor, xPattern, yPattern, zPattern, animationPhase);