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alternative implementation

This commit is contained in:
Laserlicht 2023-09-13 23:43:06 +02:00
parent 8d160101ed
commit 6d69326c1a

View File

@ -537,8 +537,11 @@ void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
}
else //remove old path and find a new one if we clicked on accessible tile
{
if(canSelect && GH.isKeyboardCtrlDown())
LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
if(GH.isKeyboardCtrlDown())
{
if(canSelect)
LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
}
else
{
LOCPLINT->localState->setPath(currentHero, mapPos);
@ -616,7 +619,7 @@ void AdventureMapInterface::onTileHovered(const int3 &mapPos)
}
}
if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN)
if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
{
if(objAtTile)
{
@ -668,12 +671,7 @@ void AdventureMapInterface::onTileHovered(const int3 &mapPos)
if(LOCPLINT->localState->getCurrentArmy() == objAtTile)
CCS->curh->set(Cursor::Map::HERO);
else
{
if(GH.isKeyboardCtrlDown())
CCS->curh->set(Cursor::Map::HERO);
else
CCS->curh->set(cursorExchange[turns]);
}
CCS->curh->set(cursorExchange[turns]);
}
else if(pathNode->layer == EPathfindingLayer::LAND)
CCS->curh->set(cursorVisit[turns]);