Fix "Center" text positioning, and replace it with context-sensitive tooltips
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@@ -196,6 +196,7 @@ void update_mouse_spot(location the_point) {
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set_cursor(eyedropper_curs);
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else set_cursor(wand_curs);
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}
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if(overall_mode < MODE_MAIN_SCREEN) place_location();
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}
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static bool handle_lb_action(location the_point) {
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@@ -1295,13 +1295,43 @@ void place_location() {
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short picture_wanted;
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tileImage(mainPtr, terrain_buttons_rect, bg[17]);
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frame_rect(mainPtr, terrain_buttons_rect, sf::Color::Black);
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location mouse = sf::Mouse::getPosition(mainPtr);
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location moveTo(5, terrain_rects[255].bottom + 6);
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location moveTo(5, terrain_rects[255].top + 18);
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draw_rect = text_rect;
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draw_rect.offset(moveTo);
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if(overall_mode < MODE_MAIN_SCREEN)
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sout << "Center: x = " << cen_x << ", y = " << cen_y;
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else {
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if(overall_mode < MODE_MAIN_SCREEN) {
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std::cout << "Mouse: " << mouse << " Buttons: " << terrain_buttons_rect << " Terrain: " << terrain_rect << std::endl;
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if(mouse.in(terrain_buttons_rect)) {
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location rel_mouse = mouse;
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rel_mouse.x -= RIGHT_AREA_UL_X;
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rel_mouse.y -= RIGHT_AREA_UL_Y;
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for(int i = 0; i < 256; i++) {
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if(rel_mouse.in(terrain_rects[i])) {
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int first = pal_sbar->getPosition() * 16;
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switch(draw_mode) {
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case DRAW_TERRAIN:
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if(first + i < scenario.ter_types.size())
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sout << "Terrain: " << scenario.ter_types[first + i].name;
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break;
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case DRAW_ITEM:
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if(first + i < scenario.scen_items.size())
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sout << "Item: " << scenario.scen_items[first + i].full_name;
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break;
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case DRAW_MONST:
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if(first + i + 1 < scenario.scen_monsters.size())
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sout << "Monster: " << scenario.scen_monsters[first + i + 1].m_name;
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break;
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}
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break;
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}
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}
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} else if(mouse.in(terrain_rect) && mouse_spot.x >= 0)
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sout << "Under mouse: x = " << (cen_x - 4 + mouse_spot.x)
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<< ", y = " << (cen_y - 4 + mouse_spot.y);
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if(sout.str().empty())
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sout << "Center: x = " << cen_x << ", y = " << cen_y;
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} else {
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moveTo.y += 13; // TODO: Not sure how important this is.
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sout << "Click terrain to edit. ";
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}
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