Added left mouse click support for menu, submenu and battle
This commit is contained in:
@@ -59,6 +59,7 @@ class ObjectSelector : public GuiLayer
|
||||
void Add(T*);
|
||||
void Remove(T*);
|
||||
bool CheckUserInput(JButton key);
|
||||
bool CheckUserInput(int x, int y);
|
||||
void Update(float dt);
|
||||
void Render();
|
||||
void Push();
|
||||
|
||||
@@ -39,6 +39,7 @@ class MenuItem: public JGuiObject
|
||||
virtual void Entering();
|
||||
virtual bool Leaving(JButton key);
|
||||
virtual bool ButtonPressed();
|
||||
virtual bool getTopLeft(int& top, int& left) {top = mY; left = mX; return true;};
|
||||
|
||||
virtual ostream& toString(ostream& out) const;
|
||||
};
|
||||
|
||||
@@ -42,6 +42,7 @@ class SimpleMenuItem: public JGuiObject
|
||||
virtual bool Leaving(JButton key);
|
||||
virtual bool ButtonPressed();
|
||||
virtual ostream& toString(ostream& out) const;
|
||||
virtual bool getTopLeft(int& top, int& left) {top = mY; left = mX; return true;};
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -167,6 +167,43 @@ bool CardSelector::CheckUserInput(JButton key)
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
template<>
|
||||
bool CardSelector::CheckUserInput(int x, int y)
|
||||
{
|
||||
if (!active) {
|
||||
for (vector<Target*>::iterator it = cards.begin(); it != cards.end(); ++it)
|
||||
if ((NULL == limitor) || (limitor->select(*it))) {
|
||||
active = *it;
|
||||
active->Entering();
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
Target* oldactive = active;
|
||||
active = closest<True>(cards, limitor, x, y);
|
||||
|
||||
if (active != oldactive) {
|
||||
SelectorZone oldowner, owner;
|
||||
if (CardView *q = dynamic_cast<CardView*>(oldactive)) oldowner = q->owner; else oldowner = nullZone;
|
||||
if (CardView *q = dynamic_cast<CardView*>(active)) owner = q->owner; else owner = nullZone;
|
||||
if (oldowner != owner) {
|
||||
if (nullZone != owner) {
|
||||
if (PlayGuiObject* old = fetchMemory(lasts[owner]))
|
||||
if (old) active = old;
|
||||
}
|
||||
lasts[oldowner] = SelectorMemory(oldactive);
|
||||
}
|
||||
}
|
||||
if (active != oldactive) {
|
||||
{ CardView* c = dynamic_cast<CardView*>(oldactive); if (c) c->zoom = 1.0f; }
|
||||
{ CardView* c = dynamic_cast<CardView*>(active); if (c) c->zoom = 1.4f; }
|
||||
if (oldactive) oldactive->Leaving(JGE_BTN_NONE);
|
||||
if (active) active->Entering();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
template<>
|
||||
void CardSelector::Update(float dt) {
|
||||
float boundary = duel->RightBoundary();
|
||||
|
||||
@@ -58,16 +58,26 @@ void DuelLayers::init(){
|
||||
|
||||
void DuelLayers::CheckUserInput(int isAI){
|
||||
JButton key;
|
||||
while ((key = JGE::GetInstance()->ReadButton())){
|
||||
int x, y;
|
||||
while ((key = JGE::GetInstance()->ReadButton()) || JGE::GetInstance()->GetLeftClickCoordinates(x, y))
|
||||
{
|
||||
if ((!isAI) && (0 != key))
|
||||
{
|
||||
if (stack->CheckUserInput(key)) break;
|
||||
if (combat->CheckUserInput(key)) break;
|
||||
if (avatars->CheckUserInput(key)) break; //avatars need to check their input before action (CTRL_CROSS)
|
||||
if (action->CheckUserInput(key)) break;
|
||||
if (hand->CheckUserInput(key)) break;
|
||||
if (cs->CheckUserInput(key)) break;
|
||||
}
|
||||
else if((!isAI) && (x != -1 && y != -1))
|
||||
{
|
||||
if (cs->CheckUserInput(x, y))
|
||||
{
|
||||
if (stack->CheckUserInput(key)) break;
|
||||
if (combat->CheckUserInput(key)) break;
|
||||
if (avatars->CheckUserInput(key)) break; //avatars need to check their input before action (CTRL_CROSS)
|
||||
if (action->CheckUserInput(key)) break;
|
||||
if (hand->CheckUserInput(key)) break;
|
||||
if (cs->CheckUserInput(key)) break;
|
||||
JGE::GetInstance()->LeftClickedProcessed();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user