forked from Mirrors/openclonk
Editor: Fix drop cursor drawing
parent
eee79366d0
commit
4eae2b28d7
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Before Width: | Height: | Size: 7.8 KiB After Width: | Height: | Size: 9.0 KiB |
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@ -873,9 +873,11 @@ void C4EditCursor::Draw(C4TargetFacet &cgo)
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X2 + cgo.X - cgo.TargetX, Y2 + cgo.Y - cgo.TargetY, 0xffffffff, line_width);
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X2 + cgo.X - cgo.TargetX, Y2 + cgo.Y - cgo.TargetY, 0xffffffff, line_width);
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// Draw drop target
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// Draw drop target
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if (DropTarget)
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if (DropTarget)
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::GraphicsResource.fctDropTarget.Draw(cgo.Surface,
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::GraphicsResource.fctMouseCursor.DrawX(cgo.Surface,
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DropTarget->GetX() + cgo.X - cgo.TargetX - ::GraphicsResource.fctDropTarget.Wdt / 2,
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DropTarget->GetX() + cgo.X - cgo.TargetX - ::GraphicsResource.fctMouseCursor.Wdt / 2 / cgo.Zoom,
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DropTarget->GetY() + DropTarget->Shape.y + cgo.Y - cgo.TargetY - ::GraphicsResource.fctDropTarget.Hgt);
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DropTarget->GetY() + DropTarget->Shape.y + cgo.Y - cgo.TargetY - ::GraphicsResource.fctMouseCursor.Hgt / cgo.Zoom,
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float(::GraphicsResource.fctMouseCursor.Wdt) / cgo.Zoom,
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float(::GraphicsResource.fctMouseCursor.Hgt) / cgo.Zoom, C4MC_Cursor_DropInto);
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// Draw paint circle
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// Draw paint circle
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if (Mode == C4CNS_ModeDraw && has_mouse_hover && ::Console.ToolsDlg.Grade>0 && ::Console.ToolsDlg.IsGradedTool())
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if (Mode == C4CNS_ModeDraw && has_mouse_hover && ::Console.ToolsDlg.Grade>0 && ::Console.ToolsDlg.IsGradedTool())
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{
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{
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@ -76,8 +76,6 @@ void C4GraphicsResource::Default()
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fctFlagClr.Default();
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fctFlagClr.Default();
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fctPlayerClr.Default();
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fctPlayerClr.Default();
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fctCursor.Default();
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fctDropTarget.Default();
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fctKeyboard.Default();
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fctKeyboard.Default();
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fctGamepad.Default();
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fctGamepad.Default();
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fctCommand.Default();
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fctCommand.Default();
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@ -320,10 +318,6 @@ bool C4GraphicsResource::LoadCursorGfx()
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szCursorFilename = "Cursor";
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szCursorFilename = "Cursor";
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if (!LoadFile(fctMouseCursor, szCursorFilename, Files, C4FCT_Height, C4FCT_Full, false, 0))
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if (!LoadFile(fctMouseCursor, szCursorFilename, Files, C4FCT_Height, C4FCT_Full, false, 0))
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return false;
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return false;
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// adjust dependant faces
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int32_t iCursorSize = fctMouseCursor.Hgt;
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fctCursor.Set(fctMouseCursor.Surface, 11*iCursorSize, 0, iCursorSize, iCursorSize);
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fctDropTarget.Set(fctMouseCursor.Surface, 11*iCursorSize, 0, iCursorSize, iCursorSize);
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return true;
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return true;
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}
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}
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@ -68,8 +68,6 @@ public:
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C4FacetID fctGamepad;
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C4FacetID fctGamepad;
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C4FacetID fctBuild;
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C4FacetID fctBuild;
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C4Facet fctClonkSkin;
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C4Facet fctClonkSkin;
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C4Facet fctCursor;
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C4Facet fctDropTarget;
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C4Facet fctKeyboard;
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C4Facet fctKeyboard;
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C4Facet fctMouse;
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C4Facet fctMouse;
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C4Facet fctCommand;
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C4Facet fctCommand;
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@ -39,19 +39,6 @@ const int32_t C4MC_Drag_None = 0,
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C4MC_Drag_Script = 6,
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C4MC_Drag_Script = 6,
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C4MC_Drag_Unhandled = 7;
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C4MC_Drag_Unhandled = 7;
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const int32_t C4MC_Cursor_Select = 0, // click cursor to select/click stuff in the GUI
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C4MC_Cursor_Crosshair = 1, // standard ingame cursor
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C4MC_Cursor_DragDrop = 2, // cursor when drag&dropping
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C4MC_Cursor_Up = 3, // cursors for scrolling the viewport ...
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C4MC_Cursor_Down = 4, // ...
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C4MC_Cursor_Left = 5,
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C4MC_Cursor_Right = 6,
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C4MC_Cursor_UpLeft = 7,
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C4MC_Cursor_UpRight = 8,
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C4MC_Cursor_DownLeft = 9,
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C4MC_Cursor_DownRight = 10,
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C4MC_Cursor_Passive = 11; // passive cursor in records and and fog of war and outside viewport
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const int32_t C4MC_Tooltip_Delay = 20;
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const int32_t C4MC_Tooltip_Delay = 20;
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C4MouseControl::C4MouseControl()
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C4MouseControl::C4MouseControl()
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@ -47,6 +47,20 @@ const int32_t C4MC_MD_DragSource = 1,
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C4MC_MD_DropTarget = 2,
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C4MC_MD_DropTarget = 2,
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C4MC_MD_NoClick = 4;
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C4MC_MD_NoClick = 4;
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const int32_t C4MC_Cursor_Select = 0, // click cursor to select/click stuff in the GUI
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C4MC_Cursor_Crosshair = 1, // standard ingame cursor
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C4MC_Cursor_DragDrop = 2, // cursor when drag&dropping
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C4MC_Cursor_Up = 3, // cursors for scrolling the viewport ...
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C4MC_Cursor_Down = 4, // ...
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C4MC_Cursor_Left = 5,
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C4MC_Cursor_Right = 6,
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C4MC_Cursor_UpLeft = 7,
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C4MC_Cursor_UpRight = 8,
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C4MC_Cursor_DownLeft = 9,
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C4MC_Cursor_DownRight = 10,
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C4MC_Cursor_Passive = 11, // passive cursor in records and and fog of war and outside viewport
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C4MC_Cursor_DropInto = 12; // drop into contents
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class C4MouseControl
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class C4MouseControl
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{
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{
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friend class C4Viewport;
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friend class C4Viewport;
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