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	Fixed border scrolling when game window is maximized
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		| @@ -10,6 +10,7 @@ | ||||
| * Background battlefield obstacles will now appear below creatures | ||||
| * it is now possible to load save game located inside mod | ||||
| * Added option to configure reserved screen area in Launcher on iOS | ||||
| * Fixed border scrolling when game window is maximized | ||||
|  | ||||
| ### AI PLAYER: | ||||
| * BattleAI: Improved performance of AI spell selection | ||||
|   | ||||
| @@ -169,10 +169,10 @@ void AdventureMapInterface::tick(uint32_t msPassed) | ||||
| void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed) | ||||
| { | ||||
| 	/// Width of window border, in pixels, that triggers map scrolling | ||||
| 	static constexpr uint32_t borderScrollWidth = 15; | ||||
| 	static constexpr int32_t borderScrollWidth = 15; | ||||
|  | ||||
| 	uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float(); | ||||
| 	uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000; | ||||
| 	int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float(); | ||||
| 	int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000; | ||||
|  | ||||
| 	Point cursorPosition = GH.getCursorPosition(); | ||||
| 	Point scrollDirection; | ||||
|   | ||||
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