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hub / github.com/TurningWheel/Barony / warpMouseToSelectedFeatherItem

Method warpMouseToSelectedFeatherItem

src/interface/interface.cpp:23953–23996  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

23951}
23952
23953bool GenericGUIMenu::FeatherGUI_t::warpMouseToSelectedFeatherItem(Item* snapToItem, Uint32 flags)
23954{
23955 if ( featherGUIHasBeenCreated() )
23956 {
23957 int x = getSelectedFeatherSlotX();
23958 int y = getSelectedFeatherSlotY();
23959 if ( snapToItem )
23960 {
23961 x = snapToItem->x;
23962 y = snapToItem->y;
23963 }
23964
23965 if ( isInteractable )
23966 {
23967 if ( abs(scrollAnimateX - scrollSetpoint) > 0.00001 )
23968 {
23969 int diff = (scrollAnimateX - scrollSetpoint) / inscriptionSlotHeight;
23970 y += diff; // if we have a scroll in the works, then manipulate y to pretend where we'd be ahead of time.
23971 }
23972 }
23973
23974 if ( auto slot = getFeatherSlotFrame(x, y) )
23975 {
23976 int playernum = parentGUI.getPlayer();
23977 auto player = players[playernum];
23978 if ( !isInteractable )
23979 {
23980 //messagePlayer(0, "[Debug]: select item queued");
23981 player->inventoryUI.cursor.queuedModule = Player::GUI_t::MODULE_FEATHER;
23982 player->inventoryUI.cursor.queuedFrameToWarpTo = slot;
23983 return false;
23984 }
23985 else
23986 {
23987 //messagePlayer(0, "[Debug]: select item warped");
23988 player->inventoryUI.cursor.queuedModule = Player::GUI_t::MODULE_NONE;
23989 player->inventoryUI.cursor.queuedFrameToWarpTo = nullptr;
23990 slot->warpMouseToFrame(playernum, flags);
23991 }
23992 return true;
23993 }
23994 }
23995 return false;
23996}
23997
23998void GenericGUIMenu::FeatherGUI_t::clearItemDisplayed()
23999{

Callers 2

updateInventoryMethod · 0.80

Calls 2

warpMouseToFrameMethod · 0.80
getPlayerMethod · 0.45

Tested by

no test coverage detected