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In fullscreen mode, when the adventure window size does not fill the entire monitor (leaving black bars on each side), mouse movement is ignored in these areas. This results in difficulty scrolling the map in fullscreen mode, since you have to be exactly within [0,15] of the edge of the adventure window.

Fix:
Have the adventure map element, CAdvMapInt, subscribe to all mouse move events by setting the `strongInterest` bool to true. This will extend the scroll region to [min, 15], eliminating the dead mouse move space on the side of the window.

Notes:
Impacts adventure window mouse move event handling. Manually validated the scrolling the map now works without having to precisely aim for the edge of the window.
This commit is contained in:
JakubK 2019-12-26 10:10:39 -08:00
parent 3fd8faf41b
commit 09cd4c072a

View File

@ -568,6 +568,7 @@ CAdvMapInt::CAdvMapInt():
pos.x = pos.y = 0;
pos.w = screen->w;
pos.h = screen->h;
strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
townList.onSelect = std::bind(&CAdvMapInt::selectionChanged,this);
bg = BitmapHandler::loadBitmap(ADVOPT.mainGraphic);
if (ADVOPT.worldViewGraphic != "")