diff options
author | dominik <dominik@openttd.org> | 2005-01-28 09:30:19 +0000 |
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committer | dominik <dominik@openttd.org> | 2005-01-28 09:30:19 +0000 |
commit | ea3eb8cbfae13a47d1754236b4229e231227d659 (patch) | |
tree | 13c8c5c9e34ceffa784392d5729cf1d9fb89b1be | |
parent | ecd8952ef973a22f7636e062cbc22fd2d6b5fc8a (diff) | |
download | openttd-ea3eb8cbfae13a47d1754236b4229e231227d659.tar.xz |
(svn r1703) - Fix: Scrolling with the arrow keys is now smooth and it now also scrolls exactly in tile direction if e.g. up and left are pressed
-rw-r--r-- | main_gui.c | 57 | ||||
-rw-r--r-- | ttd.c | 5 |
2 files changed, 33 insertions, 29 deletions
diff --git a/main_gui.c b/main_gui.c index 6deba6f1e..974c7b0b9 100644 --- a/main_gui.c +++ b/main_gui.c @@ -2201,7 +2201,7 @@ static void StatusBarWndProc(Window *w, WindowEvent *e) } } -static void ScrollMainViewport(int x, int y) +void ScrollMainViewport(int x, int y) { if (_game_mode != GM_MENU) { Window *w = FindWindowById(WC_MAIN_WINDOW, 0); @@ -2228,6 +2228,33 @@ static WindowDesc _main_status_desc = { StatusBarWndProc }; +static const int8 scrollamt[16][2] = { + { 0, 0}, + {-2, 0}, // 1:left + { 0,-2}, // 2:up + {-2,-1}, // 3:left + up + { 2, 0}, // 4:right + { 0, 0}, // 5:left + right + { 2,-1}, // 6:right + up + { 0,-2}, // 7:left + right + up = up + { 0 ,2}, // 8:down + {-2 ,1}, // 9:down+left + { 0, 0}, // 10:impossible + {-2, 0}, // 11:left + up + down = left + { 2, 1}, // 12:down+right + { 0, 2}, // 13:left + right + down = down + { 0,-2}, // 14:left + right + up = up + { 0, 0}, // 15:impossible +}; + +void HandleKeyScrolling(void) +{ + if (_dirkeys) { + int factor = _shift_pressed ? 50 : 10; + ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor); + } +} + extern void DebugProc(int i); static void MainWindowWndProc(Window *w, WindowEvent *e) { @@ -2272,34 +2299,6 @@ static void MainWindowWndProc(Window *w, WindowEvent *e) { if (_game_mode == GM_MENU) break; - // this is a hack, but this needs to be called at a constant interval and i found - // no other window event that was suited for that purpose. - { - static const int8 scrollamt[16][2] = { - {0,0}, - {-1,0}, // 1:left - {0,-1}, // 2:up - {-1,-1}, // 3:left + up - {1,0}, // 4:right - {0,0}, // 5:left + right - {1,-1}, // 6:right + up - {0,0}, // 7:impossible - {0,1}, // 8:down - {-1,1}, // 9:down+left - {0,0}, // 10:impossible - {0,0}, // 11:impossible - {1,1}, // 12:down+right - {0,0}, // 13:impossible - {0,0}, // 14:impossible - {0,0}, // 15:impossible - }; - - if (_dirkeys) { - int factor = _shift_pressed ? 50 : 10; - ScrollMainViewport(scrollamt[_dirkeys][0] * factor, scrollamt[_dirkeys][1] * factor); - } - } - switch(e->keypress.keycode) { case 'C': case 'Z': { @@ -1112,6 +1112,8 @@ static void DoAutosave(void) ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0); } +extern void HandleKeyScrolling(void); + void GameLoop(void) { int m; @@ -1123,6 +1125,9 @@ void GameLoop(void) RedrawAutosave(); } + // handle scrolling of the main window + if (_dirkeys) HandleKeyScrolling(); + // make a screenshot? if ((m=_make_screenshot) != 0) { _make_screenshot = 0; |