implement more functionality
* update TODO * rework UISpinBox * restore move of stackable items and with horizontal scrollbar * implement classic control look
This commit is contained in:
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51
TODO
51
TODO
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@ -1,35 +1,16 @@
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====================================================
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High priority TODO in order (before first public disclose)
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multiline text edit
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move windows, navigate in containers
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complete miniwindow (close, minimize, resize, move)
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create and bind all game events
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player status icons (poison, etc)
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load modules from zip files
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display exit box when exiting from game
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scrollbar and scrollable widgets
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====================================================
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Low priority TODO
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== Core
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review directories loading search
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load modules from zip packages
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create a class for reading binary files
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rework lua/c++ logger
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replace autoload-antencedence with load-before/load-after
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== Graphics
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use CoordsBuffer in font
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cache renders into framebuffers
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use hardware buffer
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use indices
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fix opacity and cached framebuffers conflict
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map zoom rendering could be optimized using framebuffer caches
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make low/medium/high settings for economizing graphics memory thus allowing to run the client smoothily in smartphones
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implement graphics options menu
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== Lua
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== Modules
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fix modules recursivity, it makes client crash
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load modules from zip packages
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== Lua engine
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make possible to bind non LuaObject derived classes on lua engine (for usage with Point,Rect,Color,Size)
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review usage of x,y/width,height in lua instead of point/size
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@ -37,40 +18,34 @@ review usage of x,y/width,height in lua instead of point/size
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port to MacOs and iphone
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== UI
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review anchors API, add possibility to get/remove anchors
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multiline rich text widget
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move layout proprieties to widget style
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multiline text editor widget
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fix style inheretance using a style translator
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fix style inheritance using a style translator
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find a way to add new widgets without focusing them
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review UI/style loader and make more error prone with more warnings
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reapply anchor styles when adding new childs
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ui text selection
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find styles by scope
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make set of background/icon/image width alone work
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check for recursive anchors and print a error instead of crashing
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make api to enable/disable capture of events to avoid massive event processing
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make api to enable/disable capture of events like mouseMove to avoid massive event processing
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review style apply system
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rework widgets rendering order
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cache or preload otui files to avoid freezes because of hd reading
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review widgets rendering order, consider adding z-index
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change Align/Anchors lua API from enum to text
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== Client
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fix modules recursivity, it makes client crash
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implement left panel with dragging windows
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== Game
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clean sprites cache periodically
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create a shader manager
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find a way to load map rendering styles
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move redering of creatures names, skulls, etc to UI
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make protocol class compatible with old tibia protocols
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handle corrupt errors in dat/spr
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remake spr/dat using OTML and image files
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game/graphics window with options
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do lua game event calls from Game instead from GameProtocol
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== Game modules
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minimap window
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login queue
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questlog
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edit texts
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trade window
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shop window
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battle window
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@ -26,8 +26,9 @@ function Mouse.isCursorChanged()
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return cursorChanged
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end
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function Mouse.isPressed()
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return g_ui.getPressedWidget() ~= nil
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function Mouse.isPressed(button)
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if not button then button = MouseLeftButton end
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return g_window.isMouseButtonPressed(button)
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end
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function Mouse.bindAutoPress(widget, callback)
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@ -180,9 +180,17 @@ end
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function UIScrollBar:onMouseWheel(mousePos, mouseWheel)
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if mouseWheel == MouseWheelUp then
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self:decrement()
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if self.orientation == 'vertical' then
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self:decrement()
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else
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self:increment()
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end
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else
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self:increment()
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if self.orientation == 'vertical' then
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self:increment()
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else
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self:decrement()
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end
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end
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return true
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end
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@ -5,60 +5,23 @@ function UISpinBox.create()
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spinbox:setValidCharacters('0123456789')
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spinbox.minimum = 0
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spinbox.maximum = 0
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spinbox:setCurrentIndex(0)
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spinbox.value = 0
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spinbox:setText("0")
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return spinbox
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end
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function UISpinBox:setCurrentIndex(index)
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if index >= self.minimum and index <= self.maximum then
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if self:getText():len() > 0 then
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self:setText(index)
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end
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self.currentIndex = index
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self:onIndexChange(index)
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end
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end
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function UISpinBox:setMinimum(minimum)
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if minimum > self.maximum then
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print("[UISpinBox:setMinimum]: minimum value cant be greater than maximum")
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return false
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end
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if self.currentIndex < minimum then
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self:setCurrentIndex(minimum)
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end
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self.minimum = minimum
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end
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function UISpinBox:setMaximum(maximum)
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if maximum < self.minimum then
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print("[UISpinBox:setMaximum]: maximum value cant be lower than minimum")
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return false
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end
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if self.currentIndex > maximum then
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self:setCurrentIndex(maximum)
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end
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self.maximum = maximum
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end
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function UISpinBox:getCurrentIndex()
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return self.currentIndex
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end
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function UISpinBox:onMouseWheel(mousePos, direction)
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if direction == MouseWheelUp then
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self:setCurrentIndex(self.currentIndex + 1)
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self:setValue(self.value + 1)
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elseif direction == MouseWheelDown then
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self:setCurrentIndex(self.currentIndex - 1)
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self:setValue(self.value - 1)
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end
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return true
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end
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function UISpinBox:onTextChange(text, oldText)
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if text:len() == 0 then
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self:setCurrentIndex(self.minimum)
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self:setValue(self.minimum)
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return
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end
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@ -68,21 +31,45 @@ function UISpinBox:onTextChange(text, oldText)
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return
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end
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self:setCurrentIndex(number)
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self:setValue(number)
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end
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function UISpinBox:onIndexChange(index)
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function UISpinBox:onValueChange(value)
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-- nothing todo
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end
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function UISpinBox:onStyleApply(styleName, styleNode)
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-- tonumber converts to 0 if not valid
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if styleNode.maximum and tonumber(styleNode.maximum) then
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self:setMaximum(tonumber(styleNode.maximum))
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end
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if styleNode.minimum and tonumber(styleNode.minimum) then
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self:setMinimum(tonumber(styleNode.minimum))
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for name, value in pairs(styleNode) do
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if name == 'maximum' then
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self:setMaximum(value)
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elseif name == 'minimum' then
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self:setMinimum(value)
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end
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end
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end
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function UISpinBox:setValue(value)
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value = math.max(math.min(self.maximum, value), self.minimum)
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if value == self.value then return end
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if self:getText():len() > 0 then
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self:setText(value)
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end
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self.value = value
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signalcall(self.onValueChange, self, value)
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end
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function UISpinBox:setMinimum(minimum)
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self.minimum = minimum
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if self.value < minimum then
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self:setValue(minimum)
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end
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end
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function UISpinBox:setMaximum(maximum)
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self.maximum = maximum
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if self.value > maximum then
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self:setValue(maximum)
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end
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end
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function UISpinBox:getValue() return self.value end
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@ -202,8 +202,9 @@ function GameInterface.createThingMenu(menuPosition, lookThing, useThing, creatu
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if creatureThing:asPlayer() then
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menu:addSeparator()
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menu:addOption('Message to ' .. creatureThing:getName(), function() print('message') end)
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menu:addOption('Add to VIP list', function() g_game.addVip(creatureThing:getName()) end)
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local creatureName = creatureThing:getName()
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menu:addOption('Message to ' .. creatureName, function() g_game.openPrivateChannel(creatureName) end)
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menu:addOption('Add to VIP list', function() g_game.addVip(creatureName) end)
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local localPlayerShield = localPlayer:asCreature():getShield()
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local creatureShield = creatureThing:getShield()
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@ -310,6 +311,31 @@ function GameInterface.processMouseAction(menuPosition, mouseButton, autoWalk, l
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return false
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end
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function GameInterface.moveStackableItem(item, toPos)
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local count = item:getCount()
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local countWindow = createWidget('CountWindow', rootWidget)
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local spinbox = countWindow:getChildById('countSpinBox')
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local scrollbar = countWindow:getChildById('countScrollBar')
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spinbox:setMaximum(count)
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spinbox:setMinimum(1)
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spinbox:setValue(count)
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scrollbar:setMaximum(count)
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scrollbar:setMinimum(1)
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scrollbar:setValue(count)
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scrollbar.onValueChange = function(self, value) spinbox:setValue(value) end
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spinbox.onValueChange = function(self, value) scrollbar:setValue(value) end
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local okButton = countWindow:getChildById('buttonOk')
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local moveFunc = function()
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g_game.move(item, toPos, spinbox:getValue())
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okButton:getParent():destroy()
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end
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countWindow.onEnter = moveFunc
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okButton.onClick = moveFunc
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end
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function GameInterface.getRootPanel()
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return gameRootPanel
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end
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@ -12,17 +12,17 @@ CountWindow < MainWindow
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margin-top: 2
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SpinBox
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id: spinbox
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id: countSpinBox
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anchors.left: prev.right
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anchors.right: parent.right
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anchors.top: parent.top
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HorizontalSeparator
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id: separator
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HorizontalScrollBar
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id: countScrollBar
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anchors.left: parent.left
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anchors.right: parent.right
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anchors.bottom: next.top
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margin-bottom: 10
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anchors.top: prev.bottom
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margin-top: 8
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Button
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id: buttonOk
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width: 64
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anchors.right: next.left
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anchors.bottom: parent.bottom
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margin-right: 10
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margin-right: 5
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Button
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id: buttonCancel
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@ -1,2 +0,0 @@
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UICountWindow = {}
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@ -13,17 +13,13 @@ function UIGameMap:onDragEnter(mousePos)
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local thing = tile:getTopMoveThing()
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if not thing then return false end
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self.parsed = false
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self.currentDragThing = thing
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Mouse.setTargetCursor()
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return true
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end
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function UIGameMap:onDragLeave(droppedWidget, mousePos)
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if not self.parsed then
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self.currentDragThing = nil
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end
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self.currentDragThing = nil
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Mouse.restoreCursor()
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return true
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end
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@ -34,33 +30,34 @@ function UIGameMap:onDrop(widget, mousePos)
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local tile = self:getTile(mousePos)
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if not tile then return false end
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local count = widget.currentDragThing:getCount()
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if widget.currentDragThing:isStackable() and count > 1 then
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widget.parsed = true
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local moveWindow = createWidget('CountWindow', rootWidget)
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local spinbox = moveWindow:getChildById('spinbox')
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spinbox:setMaximum(count)
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spinbox:setMinimum(1)
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spinbox:setCurrentIndex(count)
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local okButton = moveWindow:getChildById('buttonOk')
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okButton.onClick = function()
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g_game.move(widget.currentDragThing, tile:getPosition(), spinbox:getCurrentIndex())
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okButton:getParent():destroy()
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widget.currentDragThing = nil
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end
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moveWindow.onEnter = okButton.onClick
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local item = widget.currentDragThing
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local toPos = tile:getPosition()
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if item:isStackable() and item:getCount() > 1 then
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GameInterface.moveStackableItem(item, toPos)
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else
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g_game.move(widget.currentDragThing, tile:getPosition(), 1)
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g_game.move(item, toPos, 1)
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end
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return true
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end
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function UIGameMap:onMouseRelease(mousePosition, mouseButton)
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if self.cancelNextRelease then
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self.cancelNextRelease = false
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return true
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end
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local tile = self:getTile(mousePosition)
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if tile == nil then return false end
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if GameInterface.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then
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if Options.getOption('classicControl') and
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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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g_game.look(tile:getTopLookThing())
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self.cancelNextRelease = true
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return true
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elseif GameInterface.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then
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return true
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elseif mouseButton == MouseLeftButton and self:isPressed() then
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local dirs = g_map.findPath(g_game.getLocalPlayer():getPosition(), tile:getPosition(), 255)
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@ -5,8 +5,6 @@ function UIItem:onDragEnter(mousePos)
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if not item then return false end
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self:setBorderWidth(1)
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self.parsed = false
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self.currentDragThing = item
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Mouse.setTargetCursor()
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return true
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@ -14,11 +12,7 @@ end
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function UIItem:onDragLeave(droppedWidget, mousePos)
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if self:isVirtual() then return false end
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if not self.parsed then
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self.currentDragThing = nil
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end
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self.currentDragThing = nil
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Mouse.restoreCursor()
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self:setBorderWidth(0)
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return true
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@ -29,24 +23,12 @@ function UIItem:onDrop(widget, mousePos)
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if not widget or not widget.currentDragThing then return false end
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local pos = self.position
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local count = widget.currentDragThing:getCount()
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if widget.currentDragThing:isStackable() and count > 1 then
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widget.parsed = true
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local countWindow = createWidget('CountWindow', rootWidget)
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local spinbox = moveWindow:getChildById('spinbox')
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spinbox:setMaximum(count)
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spinbox:setMinimum(1)
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spinbox:setCurrentIndex(count)
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local okButton = moveWindow:getChildById('buttonOk')
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okButton.onClick = function()
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g_game.move(widget.currentDragThing, pos, spinbox:getCurrentIndex()) okButton:getParent():destroy()
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widget.currentDragThing = nil
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end
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moveWindow.onEnter = okButton.onClick
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local item = widget.currentDragThing
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local toPos = self.position
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if item:isStackable() and item:getCount() > 1 then
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GameInterface.moveStackableItem(item, toPos)
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else
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g_game.move(widget.currentDragThing, pos, 1)
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g_game.move(item, toPos, 1)
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end
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self:setBorderWidth(0)
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@ -39,7 +39,7 @@ BattleParty < BattleIcon
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MiniWindow
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id: battleWindow
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text: Battle
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height: 100
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height: 166
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icon: battle.png
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@onClose: Battle.toggle()
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@ -37,7 +37,7 @@ function HotkeysManager.init()
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hotkeysWindow = displayUI('hotkeys_manager.otui')
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hotkeysWindow:setVisible(false)
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hotkeysButton = TopMenu.addLeftButton('hotkeysButton', 'Hotkeys (Ctrl+K)', '/game_hotkeys/icon.png', HotkeysManager.toggle)
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hotkeysButton = TopMenu.addGameButton('hotkeysButton', 'Hotkeys (Ctrl+K)', '/game_hotkeys/icon.png', HotkeysManager.toggle)
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Keyboard.bindKeyDown('Ctrl+K', HotkeysManager.toggle)
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currentHotkeysList = hotkeysWindow:getChildById('currentHotkeys')
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@ -484,6 +484,7 @@ void Application::registerLuaFunctions()
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g_lua.bindClassStaticFunction("g_window", "getMousePosition", std::bind(&PlatformWindow::getMousePosition, &g_window));
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g_lua.bindClassStaticFunction("g_window", "getKeyboardModifiers", std::bind(&PlatformWindow::getKeyboardModifiers, &g_window));
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g_lua.bindClassStaticFunction("g_window", "isKeyPressed", std::bind(&PlatformWindow::isKeyPressed, &g_window, _1));
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g_lua.bindClassStaticFunction("g_window", "isMouseButtonPressed", std::bind(&PlatformWindow::isMouseButtonPressed, &g_window, _1));
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g_lua.bindClassStaticFunction("g_window", "isVisible", std::bind(&PlatformWindow::isVisible, &g_window));
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g_lua.bindClassStaticFunction("g_window", "isFullscreen", std::bind(&PlatformWindow::isFullscreen, &g_window));
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g_lua.bindClassStaticFunction("g_window", "isMaximized", std::bind(&PlatformWindow::isMaximized, &g_window));
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@ -104,6 +104,9 @@ void PlatformWindow::releaseAllKeys()
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processKeyUp(keyCode);
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}
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for(int i=0;i<4;++i)
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m_mouseButtonStates[i] = false;
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}
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||||
void PlatformWindow::fireKeysPress()
|
||||
|
@ -133,3 +136,4 @@ void PlatformWindow::fireKeysPress()
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -77,8 +77,9 @@ public:
|
|||
int getY() { return m_position.y; }
|
||||
Point getMousePosition() { return m_inputEvent.mousePos; }
|
||||
int getKeyboardModifiers() { return m_inputEvent.keyboardModifiers; }
|
||||
bool isKeyPressed(Fw::Key keyCode) { return m_keysState[keyCode]; }
|
||||
|
||||
bool isKeyPressed(Fw::Key keyCode) { return m_keysState[keyCode]; }
|
||||
bool isMouseButtonPressed(Fw::MouseButton mouseButton) { return m_mouseButtonStates[mouseButton]; }
|
||||
bool isVisible() { return m_visible; }
|
||||
bool isMaximized() { return m_maximized; }
|
||||
bool isFullscreen() { return m_fullscreen; }
|
||||
|
@ -107,6 +108,7 @@ protected:
|
|||
Size m_unmaximizedSize;
|
||||
Point m_unmaximizedPos;
|
||||
InputEvent m_inputEvent;
|
||||
Boolean<false> m_mouseButtonStates[4];
|
||||
|
||||
Boolean<false> m_created;
|
||||
Boolean<false> m_visible;
|
||||
|
|
|
@ -490,6 +490,7 @@ LRESULT WIN32Window::windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPar
|
|||
SetCapture(m_window);
|
||||
m_inputEvent.reset(Fw::MousePressInputEvent);
|
||||
m_inputEvent.mouseButton = Fw::MouseLeftButton;
|
||||
m_mouseButtonStates[Fw::MouseLeftButton] = true;
|
||||
if(m_onInputEvent)
|
||||
m_onInputEvent(m_inputEvent);
|
||||
break;
|
||||
|
@ -498,6 +499,7 @@ LRESULT WIN32Window::windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPar
|
|||
SetCapture(NULL);
|
||||
m_inputEvent.reset(Fw::MouseReleaseInputEvent);
|
||||
m_inputEvent.mouseButton = Fw::MouseLeftButton;
|
||||
m_mouseButtonStates[Fw::MouseLeftButton] = false;
|
||||
if(m_onInputEvent)
|
||||
m_onInputEvent(m_inputEvent);
|
||||
break;
|
||||
|
@ -506,6 +508,7 @@ LRESULT WIN32Window::windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPar
|
|||
SetCapture(m_window);
|
||||
m_inputEvent.reset(Fw::MousePressInputEvent);
|
||||
m_inputEvent.mouseButton = Fw::MouseMidButton;
|
||||
m_mouseButtonStates[Fw::MouseMidButton] = true;
|
||||
if(m_onInputEvent)
|
||||
m_onInputEvent(m_inputEvent);
|
||||
break;
|
||||
|
@ -514,6 +517,7 @@ LRESULT WIN32Window::windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPar
|
|||
SetCapture(NULL);
|
||||
m_inputEvent.reset(Fw::MouseReleaseInputEvent);
|
||||
m_inputEvent.mouseButton = Fw::MouseMidButton;
|
||||
m_mouseButtonStates[Fw::MouseMidButton] = false;
|
||||
if(m_onInputEvent)
|
||||
m_onInputEvent(m_inputEvent);
|
||||
break;
|
||||
|
@ -522,6 +526,7 @@ LRESULT WIN32Window::windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPar
|
|||
SetCapture(m_window);
|
||||
m_inputEvent.reset(Fw::MousePressInputEvent);
|
||||
m_inputEvent.mouseButton = Fw::MouseRightButton;
|
||||
m_mouseButtonStates[Fw::MouseRightButton] = true;
|
||||
if(m_onInputEvent)
|
||||
m_onInputEvent(m_inputEvent);
|
||||
break;
|
||||
|
@ -530,6 +535,7 @@ LRESULT WIN32Window::windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPar
|
|||
SetCapture(NULL);
|
||||
m_inputEvent.reset(Fw::MouseReleaseInputEvent);
|
||||
m_inputEvent.mouseButton = Fw::MouseRightButton;
|
||||
m_mouseButtonStates[Fw::MouseRightButton] = false;
|
||||
if(m_onInputEvent)
|
||||
m_onInputEvent(m_inputEvent);
|
||||
break;
|
||||
|
|
|
@ -719,12 +719,15 @@ void X11Window::poll()
|
|||
switch(event.xbutton.button) {
|
||||
case Button1:
|
||||
m_inputEvent.mouseButton = Fw::MouseLeftButton;
|
||||
m_mouseButtonStates[Fw::MouseLeftButton] = (event.type == ButtonPress);
|
||||
break;
|
||||
case Button3:
|
||||
m_inputEvent.mouseButton = Fw::MouseRightButton;
|
||||
m_mouseButtonStates[Fw::MouseRightButton] = (event.type == ButtonPress);
|
||||
break;
|
||||
case Button2:
|
||||
m_inputEvent.mouseButton = Fw::MouseMidButton;
|
||||
m_mouseButtonStates[Fw::MouseMidButton] = (event.type == ButtonPress);
|
||||
break;
|
||||
case Button4:
|
||||
if(event.type == ButtonPress) {
|
||||
|
|
Loading…
Reference in New Issue