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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-14 10:05:44 -04:00
Make block select screen easier to use.
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parent
79690b405c
commit
4f01d562d0
@ -14,7 +14,7 @@ namespace ClassicalSharp {
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Block[] blocksTable;
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Texture blockInfoTexture;
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const int blocksPerRow = 10;
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int selectedIndex, rows;
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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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readonly Font font;
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@ -34,15 +34,15 @@ namespace ClassicalSharp {
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GetCoords( i, out x, out y );
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// We want to always draw the selected block on top of others
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if( i == selectedIndex ) continue;
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if( i == selIndex ) continue;
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IsometricBlockDrawer.Draw( game, (byte)blocksTable[i], blockSize * 0.7f / 2f,
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x + blockSize / 2, y + blockSize / 2 );
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}
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if( selectedIndex != -1 ) {
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if( selIndex != -1 ) {
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int x, y;
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GetCoords( selectedIndex, out x, out y );
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IsometricBlockDrawer.Draw( game, (byte)blocksTable[selectedIndex], (blockSize + selBlockExpand) * 0.7f / 2,
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GetCoords( selIndex, out x, out y );
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IsometricBlockDrawer.Draw( game, (byte)blocksTable[selIndex], (blockSize + selBlockExpand) * 0.7f / 2,
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x + blockSize / 2, y + blockSize / 2 );
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}
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@ -79,14 +79,28 @@ namespace ClassicalSharp {
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blockSize = (int)(50 * Math.Sqrt(game.GuiScale));
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selBlockExpand = (float)(25 * Math.Sqrt(game.GuiScale));
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game.Events.BlockPermissionsChanged += BlockPermissionsChanged;
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RecreateBlockTextures();
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RecreateBlockTable();
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Block held = game.Inventory.HeldBlock;
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selIndex = Array.IndexOf<Block>( blocksTable, held );
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MoveCursorToSelected();
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}
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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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}
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void BlockPermissionsChanged( object sender, EventArgs e ) {
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RecreateBlockTextures();
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if( selectedIndex >= blocksTable.Length ) {
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selectedIndex = blocksTable.Length - 1;
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}
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RecreateBlockTable();
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if( selIndex >= blocksTable.Length )
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selIndex = blocksTable.Length - 1;
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RecreateBlockInfoTexture();
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}
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@ -123,13 +137,13 @@ namespace ClassicalSharp {
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int lastCreatedIndex = -1000;
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void RecreateBlockInfoTexture() {
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if( selectedIndex == lastCreatedIndex ) return;
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lastCreatedIndex = selectedIndex;
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if( selIndex == lastCreatedIndex ) return;
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lastCreatedIndex = selIndex;
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graphicsApi.DeleteTexture( ref blockInfoTexture );
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if( selectedIndex == -1 ) return;
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if( selIndex == -1 ) return;
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Block block = blocksTable[selectedIndex];
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Block block = blocksTable[selIndex];
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UpdateBlockInfoString( block );
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string value = buffer.GetString();
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@ -142,7 +156,7 @@ namespace ClassicalSharp {
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blockInfoTexture = game.Drawer2D.MakeTextTexture( ref args, x, y );
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}
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void RecreateBlockTextures() {
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void RecreateBlockTable() {
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int blocksCount = 0;
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for( int tile = 1; tile < BlockInfo.BlocksCount; tile++ ) {
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if( game.Inventory.CanPlace[tile] || game.Inventory.CanDelete[tile] )
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@ -166,14 +180,14 @@ namespace ClassicalSharp {
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}
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public override bool HandlesMouseMove( int mouseX, int mouseY ) {
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selectedIndex = -1;
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selIndex = -1;
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if( Contains( startX, startY, blocksPerRow * blockSize, rows * 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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selectedIndex = i;
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selIndex = i;
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break;
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}
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}
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@ -183,8 +197,8 @@ namespace ClassicalSharp {
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}
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public override bool HandlesMouseClick( int mouseX, int mouseY, MouseButton button ) {
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if( button == MouseButton.Left && selectedIndex != -1 ) {
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game.Inventory.HeldBlock = blocksTable[selectedIndex];
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if( button == MouseButton.Left && selIndex != -1 ) {
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game.Inventory.HeldBlock = blocksTable[selIndex];
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game.SetNewScreen( null );
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}
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return true;
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@ -194,6 +208,33 @@ namespace ClassicalSharp {
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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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selIndex--;
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if( selIndex < 0 )
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selIndex = 0;
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RecreateBlockInfoTexture();
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MoveCursorToSelected();
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} else if( (key == Key.Right || key == Key.Keypad6) && selIndex != -1 ) {
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selIndex++;
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if( selIndex >= blocksTable.Length )
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selIndex = blocksTable.Length - 1;
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RecreateBlockInfoTexture();
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MoveCursorToSelected();
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} else if( (key == Key.Up || key == Key.Keypad8) && selIndex != -1 ) {
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selIndex -= blocksPerRow;
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if( selIndex < 0 )
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selIndex += blocksPerRow;
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RecreateBlockInfoTexture();
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MoveCursorToSelected();
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} else if( (key == Key.Down || key == Key.Keypad2) && selIndex != -1 ) {
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selIndex += blocksPerRow;
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if( selIndex >= blocksTable.Length )
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selIndex -= blocksPerRow;
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RecreateBlockInfoTexture();
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MoveCursorToSelected();
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}
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return true;
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}
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@ -65,18 +65,19 @@ namespace ClassicalSharp {
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if( !game.Focused ) return;
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Point current = game.DesktopCursorPos;
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delta = new Point( current.X - previous.X, current.Y - previous.Y );
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Rectangle bounds = game.Bounds;
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int cenX = bounds.Left + bounds.Width / 2;
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int cenY = bounds.Top + bounds.Height / 2;
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Point topLeft = game.PointToScreen( Point.Empty );
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int cenX = topLeft.X + game.Width / 2;
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int cenY = topLeft.Y + game.Height / 2;
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game.DesktopCursorPos = new Point( cenX, cenY );
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// Fixes issues with large DPI displays on Windows >= 8.0.
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previous = game.DesktopCursorPos;
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}
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public override void RegrabMouse() {
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Rectangle bounds = game.Bounds;
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int cenX = bounds.Left + bounds.Width / 2;
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int cenY = bounds.Top + bounds.Height / 2;
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if( !game.Exists ) return;
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Point topLeft = game.PointToScreen( Point.Empty );
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int cenX = topLeft.X + game.Width / 2;
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int cenY = topLeft.Y + game.Height / 2;
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game.DesktopCursorPos = new Point( cenX, cenY );
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previous = new Point( cenX, cenY );
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delta = Point.Empty;
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