84 lines
2.2 KiB
Lua
84 lines
2.2 KiB
Lua
UIGameMap = extends(UIMap)
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function UIGameMap.create()
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local gameMap = UIGameMap.internalCreate()
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gameMap:setKeepAspectRatio(true)
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gameMap:setVisibleDimension({width = 15, height = 11})
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return gameMap
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end
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function UIGameMap:onDragEnter(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 thing = tile:getTopMoveThing()
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if not thing then return false end
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self.currentDragThing = thing
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g_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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self.currentDragThing = nil
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g_mouse.restoreCursor()
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return true
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end
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function UIGameMap:onDrop(widget, mousePos)
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if not widget or not widget.currentDragThing then return false end
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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 thing = widget.currentDragThing
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local toPos = tile:getPosition()
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local thingPos = thing:getPosition()
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if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end
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if thing:asItem() and thing:getCount() > 1 then
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GameInterface.moveStackableItem(thing, toPos)
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else
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g_game.move(thing, toPos, 1)
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end
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return true
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end
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function UIGameMap:onMousePress()
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self.cancelNextRelease = false
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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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local localPlayerPos = g_game.getLocalPlayer():getPosition()
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local autoWalkPos = tile:getPosition()
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if autoWalkPos.z ~= localPlayerPos.z then
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local dz = autoWalkPos.z - localPlayerPos.z
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autoWalkPos.x = autoWalkPos.x + dz
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autoWalkPos.y = autoWalkPos.y + dz
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autoWalkPos.z = localPlayerPos.z
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end
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local lookThing = tile:getTopLookThing()
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local useThing = tile:getTopUseThing()
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local creatureThing = tile:getTopCreature()
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local multiUseThing = tile:getTopMultiUseThing()
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local ret = GameInterface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, multiUseThing)
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if ret then
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self.cancelNextRelease = true
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end
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return ret
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end
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