Fix some off-by-one mouse clamping issues
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parent
76477e1b46
commit
58fa3dd539
@ -341,7 +341,7 @@ ui::Point GameController::PointTranslate(ui::Point point)
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if(point.X >= XRES)
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point.X = XRES-1;
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if(point.Y >= YRES)
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point.Y = YRES+1;
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point.Y = YRES-1;
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if(point.Y < 0)
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point.Y = 0;
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if(point.X < 0)
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@ -997,7 +997,7 @@ void GameView::OnMouseDown(int x, int y, unsigned button)
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}
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return;
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}
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if(currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES && !(zoomEnabled && !zoomCursorFixed))
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if(currentMouse.X >= 0 && currentMouse.X < XRES && currentMouse.Y >= 0 && currentMouse.Y < YRES && !(zoomEnabled && !zoomCursorFixed))
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{
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if(button == BUTTON_LEFT)
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toolIndex = 0;
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@ -1761,7 +1761,7 @@ void GameView::OnDraw()
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{
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ren->clearScreen(1.0f);
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ren->RenderBegin();
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if(selectMode == SelectNone && (!zoomEnabled || zoomCursorFixed) && activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
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if(selectMode == SelectNone && (!zoomEnabled || zoomCursorFixed) && activeBrush && currentMouse.X >= 0 && currentMouse.X < XRES && currentMouse.Y >= 0 && currentMouse.Y < YRES)
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{
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ui::Point finalCurrentMouse = c->PointTranslate(currentMouse);
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ui::Point initialDrawPoint = drawPoint1;
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