Added mouse wheel support to the world selection screen.

This commit is contained in:
Michal Schiller
2026-03-12 11:02:06 +01:00
parent adb23d18c6
commit f17a11c670
13 changed files with 129 additions and 1 deletions

View File

@@ -78,6 +78,14 @@ void Screen::updateEvents()
void Screen::mouseEvent() void Screen::mouseEvent()
{ {
const MouseAction& e = Mouse::getEvent(); const MouseAction& e = Mouse::getEvent();
// forward wheel events to subclasses
if (e.action == MouseAction::ACTION_WHEEL) {
int xm = e.x * width / minecraft->width;
int ym = e.y * height / minecraft->height - 1;
mouseWheel(e.dx, e.dy, xm, ym);
return;
}
if (!e.isButton()) if (!e.isButton())
return; return;

View File

@@ -57,6 +57,9 @@ protected:
virtual void mouseClicked(int x, int y, int buttonNum); virtual void mouseClicked(int x, int y, int buttonNum);
virtual void mouseReleased(int x, int y, int buttonNum); virtual void mouseReleased(int x, int y, int buttonNum);
// mouse wheel movement (dx/dy are wheel deltas, xm/ym are GUI coords)
virtual void mouseWheel(int dx, int dy, int xm, int ym) {}
virtual void keyPressed(int eventKey); virtual void keyPressed(int eventKey);
virtual void keyboardNewChar(char inputChar) {} virtual void keyboardNewChar(char inputChar) {}
public: public:

View File

@@ -548,6 +548,14 @@ void ScrollingPane::stepThroughDecelerationAnimation(bool noAnimation) {
} }
} }
void ScrollingPane::scrollBy(float dx, float dy) {
// adjust the translation offsets fpx/fpy by the requested amount
float nfpx = fpx + dx;
float nfpy = fpy + dy;
// convert back to content offset (fpx = -contentOffset.x)
setContentOffset(Vec3(-nfpx, -nfpy, 0));
}
void ScrollingPane::setContentOffset(float x, float y) { void ScrollingPane::setContentOffset(float x, float y) {
this->setContentOffsetWithAnimation(Vec3(x, y, 0), false); this->setContentOffsetWithAnimation(Vec3(x, y, 0), false);
} }

View File

@@ -51,6 +51,10 @@ public:
void tick(); void tick();
void render(int xm, int ym, float alpha); void render(int xm, int ym, float alpha);
// scroll the content by the given amount (dx horizontal, dy vertical)
// positive values move content downward/rightward
void scrollBy(float dx, float dy);
bool getGridItemFor_slow(int itemIndex, GridItem& out); bool getGridItemFor_slow(int itemIndex, GridItem& out);
void setSelected(int id, bool selected); void setSelected(int id, bool selected);

View File

@@ -202,6 +202,25 @@ void IngameBlockSelectionScreen::keyPressed(int eventKey)
#endif #endif
} }
//------------------------------------------------------------------------------
// wheel support for creative inventory; scroll moves selection vertically
void IngameBlockSelectionScreen::mouseWheel(int dx, int dy, int xm, int ym)
{
if (dy == 0) return;
// just move selection up/down one row; desktop UI doesn't have a pane
int cols = InventoryCols;
int maxIndex = InventorySize - 1;
int idx = selectedItem;
if (dy > 0) {
// wheel up -> previous row
if (idx >= cols) idx -= cols;
} else {
// wheel down -> next row
if (idx + cols <= maxIndex) idx += cols;
}
selectedItem = idx;
}
int IngameBlockSelectionScreen::getSelectedSlot(int x, int y) int IngameBlockSelectionScreen::getSelectedSlot(int x, int y)
{ {
int left = width / 2 - InventoryCols * 10; int left = width / 2 - InventoryCols * 10;

View File

@@ -23,6 +23,9 @@ protected:
virtual void buttonClicked(Button* button); virtual void buttonClicked(Button* button);
// wheel input for creative inventory scrolling
virtual void mouseWheel(int dx, int dy, int xm, int ym) override;
virtual void keyPressed(int eventKey); virtual void keyPressed(int eventKey);
private: private:
void renderSlots(); void renderSlots();

View File

@@ -356,7 +356,7 @@ void SelectWorldScreen::render( int xm, int ym, float a )
worldsList->setComponentSelected(bWorldView.selected); worldsList->setComponentSelected(bWorldView.selected);
// #ifdef PLATFORM_DESKTOP // #ifdef PLATFORM_DESKTOP
// We should add scrolling with mouse wheel but currently i dont know how to implement it // desktop: render the list normally (mouse wheel handled separately below)
if (_mouseHasBeenUp) if (_mouseHasBeenUp)
worldsList->render(xm, ym, a); worldsList->render(xm, ym, a);
else { else {
@@ -412,6 +412,28 @@ std::string SelectWorldScreen::getUniqueLevelName( const std::string& level )
bool SelectWorldScreen::isInGameScreen() { return true; } bool SelectWorldScreen::isInGameScreen() { return true; }
void SelectWorldScreen::mouseWheel(int dx, int dy, int xm, int ym)
{
if (!worldsList)
return;
if (dy == 0)
return;
int num = worldsList->getNumberOfItems();
int idx = worldsList->selectedItem;
if (dy > 0) {
if (idx > 0) {
idx--;
worldsList->stepLeft();
}
} else {
if (idx < num - 1) {
idx++;
worldsList->stepRight();
}
}
worldsList->selectedItem = idx;
}
void SelectWorldScreen::keyPressed( int eventKey ) void SelectWorldScreen::keyPressed( int eventKey )
{ {
if (bWorldView.selected) { if (bWorldView.selected) {

View File

@@ -90,6 +90,9 @@ public:
void render(int xm, int ym, float a); void render(int xm, int ym, float a);
// mouse wheel scroll (new in desktop implementation)
virtual void mouseWheel(int dx, int dy, int xm, int ym);
bool isInGameScreen(); bool isInGameScreen();
private: private:
void loadLevelSource(); void loadLevelSource();

View File

@@ -153,6 +153,11 @@ int IngameBlockSelectionScreen::getSlotPosY(int slotY) {
return height - 16 - 3 - 22 * 2 - 22 * slotY; return height - 16 - 3 - 22 * 2 - 22 * slotY;
} }
int IngameBlockSelectionScreen::getSlotHeight() {
// same as non-touch implementation
return 22;
}
void IngameBlockSelectionScreen::mouseClicked(int x, int y, int buttonNum) { void IngameBlockSelectionScreen::mouseClicked(int x, int y, int buttonNum) {
_pendingClose = _blockList->_clickArea->isInside((float)x, (float)y); _pendingClose = _blockList->_clickArea->isInside((float)x, (float)y);
if (!_pendingClose) if (!_pendingClose)
@@ -166,6 +171,24 @@ void IngameBlockSelectionScreen::mouseReleased(int x, int y, int buttonNum) {
super::mouseReleased(x, y, buttonNum); super::mouseReleased(x, y, buttonNum);
} }
void IngameBlockSelectionScreen::mouseWheel(int dx, int dy, int xm, int ym)
{
if (dy == 0) return;
if (_blockList) {
float amount = -dy * getSlotHeight();
_blockList->scrollBy(0, amount);
}
int cols = InventoryColumns;
int maxIndex = InventorySize - 1;
int idx = selectedItem;
if (dy > 0) {
if (idx >= cols) idx -= cols;
} else {
if (idx + cols <= maxIndex) idx += cols;
}
selectedItem = idx;
}
bool IngameBlockSelectionScreen::addItem(const InventoryPane* pane, int itemId) bool IngameBlockSelectionScreen::addItem(const InventoryPane* pane, int itemId)
{ {
Inventory* inventory = minecraft->player->inventory; Inventory* inventory = minecraft->player->inventory;

View File

@@ -39,12 +39,16 @@ public:
protected: protected:
virtual void mouseClicked(int x, int y, int buttonNum); virtual void mouseClicked(int x, int y, int buttonNum);
virtual void mouseReleased(int x, int y, int buttonNum); virtual void mouseReleased(int x, int y, int buttonNum);
// also support wheel scrolling
virtual void mouseWheel(int dx, int dy, int xm, int ym) override;
private: private:
void renderDemoOverlay(); void renderDemoOverlay();
//int getLinearSlotId(int x, int y); //int getLinearSlotId(int x, int y);
int getSlotPosX(int slotX); int getSlotPosX(int slotX);
int getSlotPosY(int slotY); int getSlotPosY(int slotY);
int getSlotHeight();
private: private:
int selectedItem; int selectedItem;

View File

@@ -389,6 +389,26 @@ static char ILLEGAL_FILE_CHARACTERS[] = {
'/', '\n', '\r', '\t', '\0', '\f', '`', '?', '*', '\\', '<', '>', '|', '\"', ':' '/', '\n', '\r', '\t', '\0', '\f', '`', '?', '*', '\\', '<', '>', '|', '\"', ':'
}; };
void SelectWorldScreen::mouseWheel(int dx, int dy, int xm, int ym)
{
if (!worldsList) return;
if (dy == 0) return;
int num = worldsList->getNumberOfItems();
int idx = worldsList->selectedItem;
if (dy > 0) {
if (idx > 0) {
idx--;
worldsList->stepLeft();
}
} else {
if (idx < num - 1) {
idx++;
worldsList->stepRight();
}
}
worldsList->selectedItem = idx;
}
void SelectWorldScreen::tick() void SelectWorldScreen::tick()
{ {
#if 0 #if 0

View File

@@ -97,6 +97,9 @@ public:
virtual void buttonClicked(Button* button); virtual void buttonClicked(Button* button);
virtual void keyPressed(int eventKey); virtual void keyPressed(int eventKey);
// support for mouse wheel when desktop code uses touch variant
virtual void mouseWheel(int dx, int dy, int xm, int ym) override;
bool isInGameScreen(); bool isInGameScreen();
private: private:
void loadLevelSource(); void loadLevelSource();

View File

@@ -113,6 +113,14 @@ LRESULT WINAPI windowProc ( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
Multitouch::feed(0, 0, GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam), 0); Multitouch::feed(0, 0, GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam), 0);
break; break;
} }
case WM_MOUSEWHEEL: {
// wheel delta is multiples of WHEEL_DELTA (120); convert to +/-1
int delta = GET_WHEEL_DELTA_WPARAM(wParam) / WHEEL_DELTA;
short x = GET_X_LPARAM(lParam);
short y = GET_Y_LPARAM(lParam);
Mouse::feed(MouseAction::ACTION_WHEEL, 0, x, y, 0, delta);
break;
}
default: default:
if (uMsg == WM_NCDESTROY) g_running = false; if (uMsg == WM_NCDESTROY) g_running = false;
else { else {