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