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function UIMap: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
setTargetCursor()
return true
end
function UIMap:onDragLeave(widget, mousePos)
self.currentDragThing = nil
restoreCursor()
return true
end
function UIMap:onDrop(widget, mousePos)
if not widget or not widget.currentDragThing then return false end
local pos = self:getPosition(mousePos)
local count = 1 -- todo make a window for it
Game.move(widget.currentDragThing, pos, count)
return true
end
function UIMap:onMouseRelease(mousePosition, mouseButton)
local tile = self:getTile(mousePosition)
if tile and Game.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then return true end
return false
end