mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
* Mouse cursor working properly on mouse move
* Tooltip over undiscovered terrain
This commit is contained in:
+11
-22
@@ -3103,22 +3103,15 @@ int DisplayClass::TacticalClass::Action(unsigned flags, KeyNumType & key)
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** or release event, special mouse queuing storage variables are used. Other
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** events must use the current mouse position globals.
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*/
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// jmarshall
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//if (flags & (LEFTPRESS|LEFTRELEASE|RIGHTPRESS|RIGHTRELEASE)) {
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// x = Keyboard->MouseQX;
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// y = Keyboard->MouseQY;
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//} else {
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// x = Get_Mouse_X();
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// y = Get_Mouse_Y();
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//}
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x = Get_Mouse_X();
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y = Get_Mouse_Y();
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// jmarshall end
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bool edge = (y == 0 || x == 0 || x == SeenBuff.Get_Width()-1 || y == SeenBuff.Get_Height()-1);
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COORDINATE coord = Map.Pixel_To_Coord(x, y);
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CELL cell = Coord_Cell(coord);
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if (coord) {
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if (coord)
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{
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//shadow = (!Map[cell].IsMapped && !Debug_Unshroud);
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shadow = (!Map[cell].Is_Mapped(PlayerPtr) && !Debug_Unshroud); // Use PlayerPtr since we won't be rendering in MP. ST - 8/6/2019 10:49AM
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x -= Map.TacPixelX;
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@@ -3754,7 +3747,7 @@ void DisplayClass::Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, A
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break;
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}
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}
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#if 0
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/*
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** Never display help text if the mouse is held over the radar map.
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*/
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@@ -3766,11 +3759,7 @@ void DisplayClass::Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, A
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** Give a generic help message when over shadow terrain.
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*/
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if (shadow) {
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// if (Scen.Scenario < 4) {
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Help_Text(TXT_SHADOW);
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// } else {
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// Help_Text(TXT_NONE);
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// }
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Help_Text(TXT_SHADOW);
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} else {
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/*
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@@ -3800,10 +3789,11 @@ void DisplayClass::Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, A
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** the exact identity is glossed over with a generic text.
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*/
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text = object->Full_Name();
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if (object->Is_Techno() && !((TechnoTypeClass const &)object->Class_Of()).IsNominal) {
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if (object->Is_Techno() && !((TechnoTypeClass const &)object->Class_Of()).IsNominal)
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{
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if (!((TechnoClass *)object)->House->Is_Ally(PlayerPtr)) {
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// if (!PlayerPtr->Is_Ally(object)) {
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if (!((TechnoClass *)object)->House->Is_Ally(PlayerPtr))
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{
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switch (object->What_Am_I()) {
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case RTTI_INFANTRY:
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text = TXT_ENEMY_SOLDIER;
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@@ -3820,7 +3810,7 @@ void DisplayClass::Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, A
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}
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}
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if (/*Scen.Scenario > 3 ||*/ object->What_Am_I() != RTTI_TERRAIN) {
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if ( object->What_Am_I() != RTTI_TERRAIN ) {
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Help_Text(text, -1, -1, color);
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} else {
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Help_Text(TXT_NONE);
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@@ -3833,7 +3823,6 @@ void DisplayClass::Mouse_Left_Up(CELL cell, bool shadow, ObjectClass * object, A
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}
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}
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}
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#endif
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}
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@@ -844,6 +844,10 @@ void WWSDL_ProcessEvents(KeyNumType& key, int& flags) {
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WndProc( event.syswm.msg->msg.win.hwnd , event.syswm.msg->msg.win.msg, event.syswm.msg->msg.win.wParam, event.syswm.msg->msg.win.lParam );
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break;
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case SDL_MOUSEMOTION:
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flags = GadgetClass::LEFTUP;
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break;
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case SDL_MOUSEBUTTONDOWN:
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if (event.button.button == SDL_BUTTON_LEFT) {
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flags = GadgetClass::LEFTPRESS;
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