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AGI: More accurate menu mouse support
Menu items did not switch to inverted state when they are disabled.
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+10
-8
@@ -600,11 +600,10 @@ void GfxMenu::mouseEvent(uint16 newKey) {
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// User has stopped pressing the mouse button, if any item number is selected -> execute it
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if (activeItemNr >= 0) {
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GuiMenuItemEntry *itemEntry = _itemArray[activeItemNr];
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if (!itemEntry->enabled)
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return;
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// Trigger controller
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_vm->_game.controllerOccured[itemEntry->controllerSlot] = true;
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if (itemEntry->enabled) {
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// Trigger controller
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_vm->_game.controllerOccured[itemEntry->controllerSlot] = true;
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}
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}
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_vm->cycleInnerLoopInactive(); // exit execute-loop
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@@ -645,9 +644,12 @@ void GfxMenu::mouseFindMenuSelection(int16 mouseRow, int16 mouseColumn, int16 &a
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// line match
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if ((mouseColumn >= itemEntry->column) && (mouseColumn <= (itemEntry->column + itemEntry->textLen))) {
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// full match
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activeMenuNr = _drawnMenuNr;
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activeMenuItemNr = itemNr;
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return;
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if (itemEntry->enabled) {
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// Only see it, when it's currently enabled
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activeMenuNr = _drawnMenuNr;
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activeMenuItemNr = itemNr;
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return;
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}
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}
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}
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itemNr++;
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