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Fix DBC loading and bank drag-and-drop reliability
- Force binary loading for SkillLine.dbc (CSV exports are garbled) - Handle quoted numeric values in DBC CSV parser - Fix bank slot drag-and-drop to use mouse-release detection instead of click detection, preventing item drops on wrong slots - Fix action bar item drop to use hoveredOnRelease for consistency
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5cb469e318
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25412ff5cc
3 changed files with 47 additions and 25 deletions
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@ -3590,7 +3590,7 @@ void GameScreen::renderActionBar(game::GameHandler& gameHandler) {
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gameHandler.setActionBarSlot(i, game::ActionBarSlot::SPELL,
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spellbookScreen.getDragSpellId());
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spellbookScreen.consumeDragSpell();
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} else if (clicked && inventoryScreen.isHoldingItem()) {
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} else if (hoveredOnRelease && inventoryScreen.isHoldingItem()) {
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// Drop held item from inventory onto action bar
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const auto& held = inventoryScreen.getHeldItem();
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gameHandler.setActionBarSlot(i, game::ActionBarSlot::ITEM, held.itemId);
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@ -7739,7 +7739,7 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) {
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}
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ImGui::Button("##bank", ImVec2(42, 42));
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if (isHolding) ImGui::PopStyleColor(2);
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if (ImGui::IsItemClicked(ImGuiMouseButton_Left) && isHolding) {
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if (ImGui::IsItemHovered() && isHolding && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
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// Drop held item into empty bank slot
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inventoryScreen.dropIntoBankSlot(gameHandler, 0xFF, static_cast<uint8_t>(39 + i));
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}
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@ -7752,14 +7752,12 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) {
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if (slot.item.stackCount <= 1) label = "##b" + std::to_string(i);
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ImGui::Button(label.c_str(), ImVec2(42, 42));
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ImGui::PopStyleColor(2);
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if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
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if (isHolding) {
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// Swap held item with bank slot
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inventoryScreen.dropIntoBankSlot(gameHandler, 0xFF, static_cast<uint8_t>(39 + i));
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} else {
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// Withdraw on click
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gameHandler.withdrawItem(0xFF, static_cast<uint8_t>(39 + i));
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}
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if (isHolding && ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
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// Drop held item into occupied bank slot (swap)
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inventoryScreen.dropIntoBankSlot(gameHandler, 0xFF, static_cast<uint8_t>(39 + i));
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} else if (!isHolding && ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
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// Withdraw on click
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gameHandler.withdrawItem(0xFF, static_cast<uint8_t>(39 + i));
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}
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if (ImGui::IsItemHovered()) {
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ImGui::BeginTooltip();
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@ -7811,7 +7809,7 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) {
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}
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ImGui::Button("##bb", ImVec2(42, 42));
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if (isHolding) ImGui::PopStyleColor(2);
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if (ImGui::IsItemClicked(ImGuiMouseButton_Left) && isHolding) {
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if (isHolding && ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
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inventoryScreen.dropIntoBankSlot(gameHandler, static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
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}
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} else {
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@ -7821,12 +7819,10 @@ void GameScreen::renderBankWindow(game::GameHandler& gameHandler) {
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std::string lbl = slot.item.stackCount > 1 ? std::to_string(slot.item.stackCount) : ("##bb" + std::to_string(bagIdx * 100 + s));
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ImGui::Button(lbl.c_str(), ImVec2(42, 42));
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ImGui::PopStyleColor(2);
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if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
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if (isHolding) {
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inventoryScreen.dropIntoBankSlot(gameHandler, static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
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} else {
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gameHandler.withdrawItem(static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
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}
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if (isHolding && ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
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inventoryScreen.dropIntoBankSlot(gameHandler, static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
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} else if (!isHolding && ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
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gameHandler.withdrawItem(static_cast<uint8_t>(67 + bagIdx), static_cast<uint8_t>(s));
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}
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if (ImGui::IsItemHovered()) {
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ImGui::BeginTooltip();
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