Added left mouse click support for menu, submenu and battle

This commit is contained in:
Xawotihs
2010-10-10 21:59:18 +00:00
parent e342103204
commit 93b1656f13
5 changed files with 57 additions and 7 deletions
+37
View File
@@ -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();
+17 -7
View File
@@ -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;
}
}
}
}