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UIGameMap = extends(UIMap)
function UIGameMap.create()
local gameMap = UIGameMap.internalCreate()
gameMap:setKeepAspectRatio(true)
gameMap:setVisibleDimension({width = 15, height = 11})
return gameMap
end
function UIGameMap:onDragEnter(mousePos)
local tile = self:getTile(mousePos)
if not tile then return false end
local thing = tile:getTopMoveThing()
if not thing then return false end
self.currentDragThing = thing
g_mouse.setTargetCursor()
return true
end
function UIGameMap:onDragLeave(droppedWidget, mousePos)
self.currentDragThing = nil
g_mouse.restoreCursor()
return true
end
function UIGameMap:onDrop(widget, mousePos)
if not widget or not widget.currentDragThing then return false end
local tile = self:getTile(mousePos)
if not tile then return false end
local thing = widget.currentDragThing
local toPos = tile:getPosition()
local itemPos = thing:getPosition()
if itemPos.x == toPos.x and itemPos.y == toPos.y and itemPos.z == toPos.z then return false end
if thing:asItem() and thing:getCount() > 1 then
GameInterface.moveStackableItem(thing, toPos)
else
g_game.move(thing, toPos, 1)
end
return true
end
function UIGameMap:onMouseRelease(mousePosition, mouseButton)
if self.cancelNextRelease then
self.cancelNextRelease = false
return true
end
local tile = self:getTile(mousePosition)
if tile == nil then return false end
if Options.getOption('classicControl') and
((g_mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton) or
(g_mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then
local tile = self:getTile(mousePosition)
g_game.look(tile:getTopLookThing())
self.cancelNextRelease = true
return true
elseif GameInterface.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then
return true
elseif mouseButton == MouseLeftButton and self:isPressed() then
local dirs = g_map.findPath(g_game.getLocalPlayer():getPosition(), tile:getPosition(), 255)
if #dirs == 0 then
TextMessage.displayStatus(tr('There is no way.'))
return true
end
g_game.autoWalk(dirs)
return true
end
return false
end