Eduardo Bart e0431021b5 Huge engine change, replace all std::shared_ptrs
Create a new shared pointer type stdext::shared_object_ptr and stdext::shared_obj
using boost::intrusive_ptr

Advantages:
 * half memory usage
 * faster and lightweight

Disadvantages:
 * using weak_ptr is not supported anymore
 * compiling seems slower
2012-07-29 00:34:40 -03:00

84 lines
2.2 KiB
Lua

UIGameMap = extends(UIMap)
function UIGameMap.create()
local gameMap = UIGameMap.internalCreate()
gameMap:setKeepAspectRatio(true)
gameMap:setVisibleDimension({width = 15, height = 11})
return gameMap
end
function UIGameMap:onDragEnter(mousePos)
local tile = self:getTile(mousePos)
if not tile then return false end
local thing = tile:getTopMoveThing()
if not thing then return false end
self.currentDragThing = thing
g_mouse.setTargetCursor()
return true
end
function UIGameMap:onDragLeave(droppedWidget, mousePos)
self.currentDragThing = nil
g_mouse.restoreCursor()
return true
end
function UIGameMap:onDrop(widget, mousePos)
if not widget or not widget.currentDragThing then return false end
local tile = self:getTile(mousePos)
if not tile then return false end
local thing = widget.currentDragThing
local toPos = tile:getPosition()
local thingPos = thing:getPosition()
if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end
if thing:isItem() and thing:getCount() > 1 then
modules.game_interface.moveStackableItem(thing, toPos)
else
g_game.move(thing, toPos, 1)
end
return true
end
function UIGameMap:onMousePress()
self.cancelNextRelease = false
end
function UIGameMap:onMouseRelease(mousePosition, mouseButton)
if self.cancelNextRelease then
self.cancelNextRelease = false
return true
end
local tile = self:getTile(mousePosition)
if tile == nil then return false end
local localPlayerPos = g_game.getLocalPlayer():getPosition()
local autoWalkPos = tile:getPosition()
if autoWalkPos.z ~= localPlayerPos.z then
local dz = autoWalkPos.z - localPlayerPos.z
autoWalkPos.x = autoWalkPos.x + dz
autoWalkPos.y = autoWalkPos.y + dz
autoWalkPos.z = localPlayerPos.z
end
local lookThing = tile:getTopLookThing()
local useThing = tile:getTopUseThing()
local creatureThing = tile:getTopCreature()
local multiUseThing = tile:getTopMultiUseThing()
local ret = modules.game_interface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, multiUseThing)
if ret then
self.cancelNextRelease = true
end
return ret
end