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restore some game functionallity
* i'm gradually restoring game functionality with the new modules design, though still a lot to do * you can reload all scripts and modules using Ctrl+R shortcut while playing (finally! this is the reason of all this rework) * a bunch of fixes, but new regression too :P * fix performance issue that could lead freezes in the client in older machines * completely new game module with new design * fix crashs in map render * remove uigame.cpp (now every game input is via lua) * enable DEBUG macro by default, with it you are able to view any possible lua leak while running
This commit is contained in:
78
modules/game/widgets/uiitem.lua
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78
modules/game/widgets/uiitem.lua
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function UIItem:onDragEnter(mousePos)
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if self:isVirtual() then return false end
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local item = self:getItem()
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if not item then return false end
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self:setBorderWidth(1)
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self.parsed = false
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self.currentDragThing = item
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Mouse.setTargetCursor()
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return true
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end
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function UIItem:onDragLeave(droppedWidget, mousePos)
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if self:isVirtual() then return false end
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if not self.parsed then
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self.currentDragThing = nil
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end
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Mouse.restoreCursor()
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self:setBorderWidth(0)
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return true
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end
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function UIItem:onDrop(widget, mousePos)
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if self:isVirtual() then return false end
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if not widget or not widget.currentDragThing then return true end
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local pos = self.position
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local count = widget.currentDragThing:getCount()
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if widget.currentDragThing:isStackable() and count > 1 then
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widget.parsed = true
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local countWindow = createWidget('CountWindow', rootWidget)
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local spinbox = moveWindow:getChildById('spinbox')
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spinbox:setMaximum(count)
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spinbox:setMinimum(1)
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spinbox:setCurrentIndex(count)
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local okButton = moveWindow:getChildById('buttonOk')
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okButton.onClick = function()
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g_game.move(widget.currentDragThing, pos, spinbox:getCurrentIndex()) okButton:getParent():destroy()
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widget.currentDragThing = nil
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end
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moveWindow.onEnter = okButton.onClick
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else
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g_game.move(widget.currentDragThing, pos, 1)
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end
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self:setBorderWidth(0)
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return true
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end
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function UIItem:onHoverChange(hovered)
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if self:isVirtual() then return end
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local draggingWidget = g_ui.getDraggingWidget()
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if draggingWidget and self ~= draggingWidget then
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local gotMap = draggingWidget:getClassName() == 'UIMap'
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local gotItem = draggingWidget:getClassName() == 'UIItem' and not draggingWidget:isVirtual()
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if hovered and (gotItem or gotMap) then
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self:setBorderWidth(1)
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else
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self:setBorderWidth(0)
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end
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end
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end
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function UIItem:onMouseRelease(mousePosition, mouseButton)
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if self:isVirtual() then return false end
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local item = self:getItem()
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if not item or not self:containsPoint(mousePosition) then return false end
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return g_game.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item)
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end
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