Fix initial cursor position for in-game UI elements (#1120)

Signed-off-by: Ayush Thoren <ayushthoren@gmail.com>
This commit is contained in:
Ayush Thoren
2026-03-23 19:06:20 -07:00
committed by GitHub
parent daed75b8a1
commit ed9cbae3f7
3 changed files with 8 additions and 24 deletions

View File

@@ -17,8 +17,6 @@
#ifdef _WINDOWS64
#include "..\..\Windows64\KeyboardMouseInput.h"
SavedInventoryCursorPos g_savedInventoryCursorPos = { 0.0f, 0.0f, false };
#endif
IUIScene_AbstractContainerMenu::IUIScene_AbstractContainerMenu()

View File

@@ -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

View File

@@ -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
@@ -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;