tptmp mouse syncing fix
mouse lines now end on the point where the mouse is lifted up as intended, instead of at the point where the mouse is at the end of the frame also remove unneeded variable
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6fc787502c
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cacef125c6
@ -150,7 +150,6 @@ public:
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GameView::GameView():
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ui::Window(ui::Point(0, 0), ui::Point(WINDOWW, WINDOWH)),
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isMouseDown(false),
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isMouseHeld(false),
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zoomEnabled(false),
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zoomCursorFixed(false),
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mouseInZoom(false),
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@ -1066,7 +1065,7 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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if (selectPoint1.X != -1)
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selectPoint2 = c->PointTranslate(ui::Point(x, y));
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}
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else if (isMouseDown || isMouseHeld)
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else if (isMouseDown)
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{
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if (newMouseInZoom == mouseInZoom)
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{
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@ -1078,7 +1077,6 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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else if (drawMode == DrawPoints || drawMode == DrawFill)
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{
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isMouseDown = false;
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isMouseHeld = false;
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c->MouseUp(x, y, 0, 2);
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}
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}
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@ -1130,7 +1128,6 @@ void GameView::OnMouseUp(int x, int y, unsigned button)
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zoomCursorFixed = true;
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drawMode = DrawPoints;
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isMouseDown = false;
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isMouseHeld = false;
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}
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else
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{
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@ -1179,11 +1176,10 @@ void GameView::OnMouseUp(int x, int y, unsigned button)
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if (isMouseDown)
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{
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isMouseDown = false;
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ui::Point finalDrawPoint2 = c->PointTranslate(ui::Point(x, y));
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if (drawMode == DrawRect || drawMode == DrawLine)
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{
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ui::Point finalDrawPoint2(0, 0);
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drawPoint2 = c->PointTranslate(ui::Point(x, y));
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finalDrawPoint2 = drawPoint2;
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drawPoint2 = finalDrawPoint2;
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if (drawSnap && drawMode == DrawLine)
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{
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@ -1204,9 +1200,12 @@ void GameView::OnMouseUp(int x, int y, unsigned button)
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c->DrawLine(toolIndex, c->PointTranslate(drawPoint1), finalDrawPoint2);
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}
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}
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if (drawMode == DrawPoints)
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else if (drawMode == DrawPoints)
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{
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c->ToolClick(toolIndex, c->PointTranslate(ui::Point(x, y)));
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// draw final line
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c->DrawPoints(toolIndex, lastPoint, finalDrawPoint2, true);
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// plop tool stuff (like STKM)
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c->ToolClick(toolIndex, finalDrawPoint2);
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}
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if (drawModeReset)
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{
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@ -1397,7 +1396,6 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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if (drawMode != DrawLine && !windTool)
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{
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isMouseDown = false;
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isMouseHeld = false;
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}
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zoomCursorFixed = false;
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c->SetZoomEnabled(true);
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@ -1534,7 +1532,6 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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c->LoadStamp(Client::Ref().GetStamp(stampList[0])->GetGameSave());
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selectPoint1 = selectPoint2 = mousePosition;
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isMouseDown = false;
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isMouseHeld = false;
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break;
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}
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}
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@ -1623,7 +1620,6 @@ void GameView::OnBlur()
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disableCtrlBehaviour();
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disableShiftBehaviour();
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isMouseDown = false;
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isMouseHeld = false;
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drawMode = DrawPoints;
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c->MouseUp(0, 0, 0, 1); // tell lua that mouse is up (even if it really isn't)
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}
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@ -1640,12 +1636,6 @@ void GameView::OnTick(float dt)
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{
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c->DrawPoints(toolIndex, lastPoint, currentPoint, true);
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lastPoint = currentPoint;
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isMouseHeld = true;
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}
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else if (isMouseHeld)
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{
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c->DrawPoints(toolIndex, lastPoint, currentPoint, true);
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isMouseHeld = false;
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}
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}
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else if (drawMode == DrawFill && isMouseDown)
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@ -1816,7 +1806,6 @@ void GameView::DoTick(float dt)
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if (!c->MouseTick())
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{
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isMouseDown = false;
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isMouseHeld = false;
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drawMode = DrawPoints;
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}
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Window::DoTick(dt);
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@ -34,7 +34,6 @@ class GameView: public ui::Window
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{
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private:
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bool isMouseDown;
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bool isMouseHeld; // same as isMouseDown but with a frame of lag (to do lines / ending point properly)
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bool zoomEnabled;
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bool zoomCursorFixed;
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bool mouseInZoom;
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