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function UIItem:onDragEnter(mousePos)
local item = self:getItem()
if not item then return false end
self.currentDragThing = item
setTargetCursor()
return true
end
function UIItem:onDragLeave(widget, mousePos)
self.currentDragThing = nil
restoreCursor()
return true
end
function UIItem:onDrop(widget, mousePos)
if not widget or not widget.currentDragThing then return false end
local pos = self.position
local count = 1 -- todo make a window for it
Game.move(widget.currentDragThing, pos, count)
return true
end
function UIItem:onMouseRelease(mousePosition, mouseButton)
local item = self:getItem()
if not item or not self:containsPoint(mousePosition) then return false end
return Game.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item)
end