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2 changes: 0 additions & 2 deletions Minecraft.Client/Common/UI/IUIScene_AbstractContainerMenu.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,6 @@

#ifdef _WINDOWS64
#include "..\..\Windows64\KeyboardMouseInput.h"

SavedInventoryCursorPos g_savedInventoryCursorPos = { 0.0f, 0.0f, false };
#endif

IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu()
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10 changes: 0 additions & 10 deletions Minecraft.Client/Common/UI/IUIScene_AbstractContainerMenu.h
Original file line number Diff line number Diff line change
@@ -1,15 +1,5 @@
#pragma once

#ifdef _WINDOWS64
struct SavedInventoryCursorPos
{
float x;
float y;
bool hasSavedPos;
};
extern SavedInventoryCursorPos g_savedInventoryCursorPos;
#endif

// Uncomment to enable tap input detection to jump 1 slot. Doesn't work particularly well yet, and I feel the system does not need it.
// Would probably be required if we decide to slow down the pointer movement.
// 4J Stu - There was a request to be able to navigate the scenes with the dpad, so I have used much of the TAP_DETECTION
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20 changes: 8 additions & 12 deletions Minecraft.Client/Common/UI/UIScene_AbstractContainerMenu.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -41,10 +41,6 @@ void UIScene_AbstractContainerMenu::handleDestroy()
app.DebugPrintf("UIScene_AbstractContainerMenu::handleDestroy\n");

#ifdef _WINDOWS64
g_savedInventoryCursorPos.x = m_pointerPos.x;
g_savedInventoryCursorPos.y = m_pointerPos.y;
g_savedInventoryCursorPos.hasSavedPos = true;

g_KBMInput.SetScreenCursorHidden(false);
g_KBMInput.SetCursorHiddenForUI(false);
#endif
Expand Down Expand Up @@ -173,16 +169,16 @@ void UIScene_AbstractContainerMenu::PlatformInitialize(int iPad, int startIndex)
m_pointerPos = vPointerPos;

#ifdef _WINDOWS64
if (g_savedInventoryCursorPos.hasSavedPos)
if ((iPad == 0) && g_KBMInput.IsKBMActive())
{
m_pointerPos.x = g_savedInventoryCursorPos.x;
m_pointerPos.y = g_savedInventoryCursorPos.y;

if (m_pointerPos.x < m_fPointerMinX) m_pointerPos.x = m_fPointerMinX;
if (m_pointerPos.x > m_fPointerMaxX) m_pointerPos.x = m_fPointerMaxX;
if (m_pointerPos.y < m_fPointerMinY) m_pointerPos.y = m_fPointerMinY;
if (m_pointerPos.y > m_fPointerMaxY) m_pointerPos.y = m_fPointerMaxY;
m_pointerPos.x = ((m_fPanelMinX + m_fPanelMaxX) * 0.5f) - m_fPointerImageOffsetX;
m_pointerPos.y = ((m_fPanelMinY + m_fPanelMaxY) * 0.5f) - m_fPointerImageOffsetY;
}

if (m_pointerPos.x < m_fPointerMinX) m_pointerPos.x = m_fPointerMinX;
if (m_pointerPos.x > m_fPointerMaxX) m_pointerPos.x = m_fPointerMaxX;
if (m_pointerPos.y < m_fPointerMinY) m_pointerPos.y = m_fPointerMinY;
if (m_pointerPos.y > m_fPointerMaxY) m_pointerPos.y = m_fPointerMaxY;
#endif

IggyEvent mouseEvent;
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