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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-16 11:06:06 -04:00
Don't clamp the cursor to the centre of the block when scrolling in the inventory screen. (Thanks FabTheZen)
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89
ClassicalSharp/2D/Screens/Inventory/InventoryScreen.Input.cs
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89
ClassicalSharp/2D/Screens/Inventory/InventoryScreen.Input.cs
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@ -0,0 +1,89 @@
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// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using System.Drawing;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK.Input;
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namespace ClassicalSharp.Gui {
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public partial class InventoryScreen : Screen {
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public override bool HandlesAllInput { get { return true; } }
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public override bool HandlesMouseMove( int mouseX, int mouseY ) {
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if( draggingMouse ) {
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mouseY -= TableY;
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scrollY = (int)((mouseY - mouseOffset) / ScrollbarScale);
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ClampScrollY();
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return true;
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}
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selIndex = -1;
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if( Contains( startX, startY, blocksPerRow * blockSize,
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maxRows * blockSize, mouseX, mouseY ) ) {
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for( int i = 0; i < blocksTable.Length; i++ ) {
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int x, y;
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GetCoords( i, out x, out y );
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if( Contains( x, y, blockSize, blockSize, mouseX, mouseY ) ) {
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selIndex = i;
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break;
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}
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}
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}
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RecreateBlockInfoTexture();
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return true;
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}
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public override bool HandlesMouseClick( int mouseX, int mouseY, MouseButton button ) {
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if( draggingMouse || game.hudScreen.hotbar.HandlesMouseClick( mouseX, mouseY, button ) )
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return true;
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if( button == MouseButton.Left && mouseX >= TableX && mouseX < TableX + scrollbarWidth ) {
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ScrollbarClick( mouseY );
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} else if( button == MouseButton.Left ) {
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if( selIndex != -1 )
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game.Inventory.HeldBlock = blocksTable[selIndex];
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else if( Contains( TableX, TableY, TableWidth, TableHeight, mouseX, mouseY ) )
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return true;
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game.SetNewScreen( null );
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}
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return true;
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}
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public override bool HandlesKeyDown( Key key ) {
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if( key == game.Mapping( KeyBinding.PauseOrExit ) ||
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key == game.Mapping( KeyBinding.OpenInventory ) ) {
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game.SetNewScreen( null );
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} else if( key == Key.Enter && selIndex != -1 ) {
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game.Inventory.HeldBlock = blocksTable[selIndex];
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game.SetNewScreen( null );
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} else if( (key == Key.Left || key == Key.Keypad4) && selIndex != -1 ) {
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ArrowKeyMove( -1 );
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} else if( (key == Key.Right || key == Key.Keypad6) && selIndex != -1 ) {
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ArrowKeyMove( 1 );
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} else if( (key == Key.Up || key == Key.Keypad8) && selIndex != -1 ) {
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ArrowKeyMove( -blocksPerRow );
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} else if( (key == Key.Down || key == Key.Keypad2) && selIndex != -1 ) {
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ArrowKeyMove( blocksPerRow );
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} else if( key >= Key.Number1 && key <= Key.Number9 ) {
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game.Inventory.HeldBlockIndex = (int)key - (int)Key.Number1;
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}
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return true;
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}
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void ArrowKeyMove( int delta ) {
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int startIndex = selIndex;
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selIndex += delta;
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if( selIndex < 0 )
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selIndex -= delta;
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if( selIndex >= blocksTable.Length )
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selIndex -= delta;
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int scrollDelta = (selIndex / blocksPerRow) - (startIndex / blocksPerRow);
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scrollY += scrollDelta;
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ClampScrollY();
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RecreateBlockInfoTexture();
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MoveCursorToSelected();
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}
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}
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}
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@ -1,10 +1,11 @@
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// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using System.Drawing;
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using OpenTK.Input;
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namespace ClassicalSharp.Gui {
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public partial class BlockSelectScreen : Screen {
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public partial class InventoryScreen : Screen {
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const int scrollbarWidth = 10;
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static FastColour scrollCol = new FastColour( 10, 10, 10, 220 );
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@ -36,10 +37,11 @@ namespace ClassicalSharp.Gui {
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selIndex = scrollY * blocksPerRow + (selIndex % blocksPerRow);
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for( int row = 0; row < rowY; row++ ) {
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if( selIndex + blocksPerRow >= blocksTable.Length ) break;
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selIndex += blocksPerRow;
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}
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MoveCursorToSelected();
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if( selIndex >= blocksTable.Length )
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selIndex = -1;
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RecreateBlockInfoTexture();
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return true;
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}
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@ -6,15 +6,15 @@ using OpenTK.Input;
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namespace ClassicalSharp.Gui {
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public partial class BlockSelectScreen : Screen {
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public partial class InventoryScreen : Screen {
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public BlockSelectScreen( Game game ) : base( game ) {
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public InventoryScreen( Game game ) : base( game ) {
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font = new Font( game.FontName, 13 );
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}
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Block[] blocksTable;
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Texture blockInfoTexture;
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const int blocksPerRow = 10, maxRows = 8;
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const int blocksPerRow = 10, maxRows = 4;
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int selIndex, rows;
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int startX, startY, blockSize;
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float selBlockExpand;
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@ -69,6 +69,16 @@ namespace ClassicalSharp.Gui {
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return row >= 0 && row < maxRows;
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}
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Point GetMouseCoords( int i ) {
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int x, y;
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GetCoords( i, out x, out y );
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x += blockSize / 2; y += blockSize / 2;
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Point topLeft = game.PointToScreen( Point.Empty );
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x += topLeft.X; y += topLeft.Y;
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return new Point( x, y );
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}
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public override void Dispose() {
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font.Dispose();
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api.DeleteTexture( ref blockInfoTexture );
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@ -107,13 +117,7 @@ namespace ClassicalSharp.Gui {
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void MoveCursorToSelected() {
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if( selIndex == -1 ) return;
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int x, y;
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GetCoords( selIndex, out x, out y );
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x += blockSize / 2; y += blockSize / 2;
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Point topLeft = game.PointToScreen( Point.Empty );
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x += topLeft.X; y += topLeft.Y;
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game.DesktopCursorPos = new Point( x, y );
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game.DesktopCursorPos = GetMouseCoords( selIndex );
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}
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void BlockPermissionsChanged( object sender, EventArgs e ) {
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@ -220,83 +224,5 @@ namespace ClassicalSharp.Gui {
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return false;
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return tile < BlockInfo.CpeBlocksCount || game.BlockInfo.Name[tile] != "Invalid";
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}
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public override bool HandlesAllInput { get { return true; } }
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public override bool HandlesMouseMove( int mouseX, int mouseY ) {
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if( draggingMouse ) {
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mouseY -= TableY;
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scrollY = (int)((mouseY - mouseOffset) / ScrollbarScale);
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ClampScrollY();
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return true;
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}
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selIndex = -1;
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if( Contains( startX, startY, blocksPerRow * blockSize,
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maxRows * blockSize, mouseX, mouseY ) ) {
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for( int i = 0; i < blocksTable.Length; i++ ) {
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int x, y;
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GetCoords( i, out x, out y );
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if( Contains( x, y, blockSize, blockSize, mouseX, mouseY ) ) {
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selIndex = i;
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break;
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}
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}
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}
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RecreateBlockInfoTexture();
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return true;
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}
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public override bool HandlesMouseClick( int mouseX, int mouseY, MouseButton button ) {
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if( draggingMouse || game.hudScreen.hotbar.HandlesMouseClick( mouseX, mouseY, button ) )
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return true;
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if( button == MouseButton.Left && mouseX >= TableX && mouseX < TableX + scrollbarWidth ) {
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ScrollbarClick( mouseY );
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} else if( button == MouseButton.Left ) {
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if( selIndex != -1 )
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game.Inventory.HeldBlock = blocksTable[selIndex];
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else if( Contains( TableX, TableY, TableWidth, TableHeight, mouseX, mouseY ) )
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return true;
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game.SetNewScreen( null );
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}
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return true;
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}
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public override bool HandlesKeyDown( Key key ) {
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if( key == game.Mapping( KeyBinding.PauseOrExit ) ||
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key == game.Mapping( KeyBinding.OpenInventory ) ) {
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game.SetNewScreen( null );
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} else if( key == Key.Enter && selIndex != -1 ) {
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game.Inventory.HeldBlock = blocksTable[selIndex];
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game.SetNewScreen( null );
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} else if( (key == Key.Left || key == Key.Keypad4) && selIndex != -1 ) {
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ArrowKeyMove( -1 );
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} else if( (key == Key.Right || key == Key.Keypad6) && selIndex != -1 ) {
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ArrowKeyMove( 1 );
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} else if( (key == Key.Up || key == Key.Keypad8) && selIndex != -1 ) {
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ArrowKeyMove( -blocksPerRow );
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} else if( (key == Key.Down || key == Key.Keypad2) && selIndex != -1 ) {
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ArrowKeyMove( blocksPerRow );
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} else if( key >= Key.Number1 && key <= Key.Number9 ) {
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game.Inventory.HeldBlockIndex = (int)key - (int)Key.Number1;
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}
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return true;
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}
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void ArrowKeyMove( int delta ) {
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int startIndex = selIndex;
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selIndex += delta;
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if( selIndex < 0 )
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selIndex -= delta;
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if( selIndex >= blocksTable.Length )
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selIndex -= delta;
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int scrollDelta = (selIndex / blocksPerRow) - (startIndex / blocksPerRow);
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scrollY += scrollDelta;
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ClampScrollY();
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RecreateBlockInfoTexture();
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MoveCursorToSelected();
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}
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}
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}
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@ -97,7 +97,7 @@ namespace ClassicalSharp.Gui {
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public override bool HandlesMouseClick( int mouseX, int mouseY, MouseButton button ) {
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if( button != MouseButton.Left || !Bounds.Contains( mouseX, mouseY ) )
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return false;
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BlockSelectScreen screen = game.GetActiveScreen as BlockSelectScreen;
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InventoryScreen screen = game.GetActiveScreen as InventoryScreen;
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if( screen == null ) return false;
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for( int i = 0; i < hotbarCount; i++ ) {
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@ -86,14 +86,15 @@
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<Compile Include="2D\Drawing\DrawTextArgs.cs" />
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<Compile Include="2D\Drawing\GdiPlusDrawer2D.cs" />
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<Compile Include="2D\Drawing\IDrawer2D.cs" />
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<Compile Include="2D\Screens\BlockSelectScreen.cs" />
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<Compile Include="2D\Screens\BlockSelectScreen.Scrolling.cs" />
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<Compile Include="2D\Screens\ChatScreen.cs" />
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<Compile Include="2D\Screens\ClickableScreen.cs" />
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<Compile Include="2D\Screens\ErrorScreen.cs" />
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<Compile Include="2D\Screens\FilesScreen.cs" />
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<Compile Include="2D\Screens\FpsScreen.cs" />
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<Compile Include="2D\Screens\HotkeyScreen.cs" />
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<Compile Include="2D\Screens\Inventory\InventoryScreen.cs" />
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<Compile Include="2D\Screens\Inventory\InventoryScreen.Input.cs" />
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<Compile Include="2D\Screens\Inventory\InventoryScreen.Scrolling.cs" />
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<Compile Include="2D\Screens\LoadingMapScreen.cs" />
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<Compile Include="2D\Screens\Menu\ClassicOptionsScreen.cs" />
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<Compile Include="2D\Screens\Menu\EnvSettingsScreen.cs" />
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@ -291,6 +292,7 @@
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</ItemGroup>
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<ItemGroup>
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<Folder Include="2D\Drawing" />
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<Folder Include="2D\Screens\Inventory" />
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<Folder Include="2D\Utils" />
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<Folder Include="2D\Screens" />
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<Folder Include="2D\Screens\Menu" />
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@ -78,6 +78,9 @@ namespace ClassicalSharp.Entities {
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/// <summary> Determines whether any of the blocks that intersect the
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/// bounding box of this entity are water or still water. </summary>
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public bool TouchesAnyWater() {
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// TODO: proper way to check seems to be:
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// If liquid block above, leave height same
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// otherwise reduce water BB height by 0.5 blocks
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BoundingBox bounds = CollisionBounds.Expand( liqExpand );
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AdjustLiquidTestBounds( ref bounds );
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return TouchesAny( bounds,
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@ -350,7 +350,7 @@ namespace ClassicalSharp {
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} else if( key == Keys[KeyBinding.PauseOrExit] && !game.World.IsNotLoaded ) {
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game.SetNewScreen( new PauseScreen( game ) );
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} else if( key == Keys[KeyBinding.OpenInventory] ) {
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game.SetNewScreen( new BlockSelectScreen( game ) );
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game.SetNewScreen( new InventoryScreen( game ) );
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} else if( key == Key.F9 ) {
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game.ShowClock = !game.ShowClock;
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} else {
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