From 09cd4c072a24221b0e431777c59e6afb1740b912 Mon Sep 17 00:00:00 2001 From: JakubK Date: Thu, 26 Dec 2019 10:10:39 -0800 Subject: [PATCH] Defect: 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. --- client/windows/CAdvmapInterface.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/client/windows/CAdvmapInterface.cpp b/client/windows/CAdvmapInterface.cpp index 5d382fbf1..a639b8d85 100644 --- a/client/windows/CAdvmapInterface.cpp +++ b/client/windows/CAdvmapInterface.cpp @@ -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 != "")