fix: properly offset the mouse position in containers#327
Merged
smartcmd merged 1 commit intosmartcmd:mainfrom Mar 4, 2026
Merged
fix: properly offset the mouse position in containers#327smartcmd merged 1 commit intosmartcmd:mainfrom
smartcmd merged 1 commit intosmartcmd:mainfrom
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Don't forget to record and attach a gameplay footage |
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Author
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I completely forgot to link that again! I've updated the description to include it. |
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looks good! |
wolverton912
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Mar 5, 2026
* Win64: show actual world names in save list, sort newest-first, preserve level name on load/resave * Refactor README for consistent formatting Updated formatting for clarity and consistency in the README. * Prevent world input from affecting inventory (smartcmd#354) * fix: properly offset the mouse position in containers (smartcmd#327) * Fix overlapping debug menus and screens (smartcmd#294) * Fix overlapping debug menus and screens Also resolves a formatting issue with clang-format * Update readme * Update crafting controls description (smartcmd#359) Clarified crafting controls in README. * Disable flight state when riding entities (smartcmd#368) * renderer: frustum test new chunks so newly generated chunks render to full view distance smartcmd#175 (smartcmd#344) * Removed private information (smartcmd#333) Maybe we should not have this out there to find so easily? * Delete README.md Unnecessary * fix: fix inverted pitch in the second third person view * fix: fix horse texture rendering * feat: add support for username, IP, and port configuration via launch arguments * feat: headless server * docs: mark V-Sync note as WIP in README.md * docs: fix table formatting in README.md * Disable automatic Windows account username This could reveal someone's private information on a livestream or video. We need a long-term username implementation * Restore username.txt loading without conflict Still allows for -name launch argument, but restores old expected behavior * Update README with info about username.txt * Enable Stained Glass in Creative Menu * Fix creative inventory crash with Art Tools debug option (smartcmd#399) Fix vector out-of-bounds crash when scrolling the potions tab in the creative inventory with Art Tools debug enabled. - Fix getPageCount() returning total rows instead of scrollable pages in Art Tools mode - Fix off-by-one boundary check in populateMenu() for both static and debug group loops (< should be <=) Fixes smartcmd#386 * Fix: Sorted the item list in the debug overlay (smartcmd#340) * Fix: Sorted the item list in the debug overlay * revert show all files to false * Revert ShowAllFiles by removing it * removed extra line * Adressed PR review changes * Replaced push_back with emplace_back * Removed redundant emplace_back * Fix Chunk destructor segfault using smart pointers smartcmd#112 (smartcmd#414) * Fix duplicated stained glass when art tools enabled (smartcmd#426) * Prevent door sounds from playing twice smartcmd#392 (smartcmd#425) * Fix incorrect distance comparison return value (smartcmd#432) * Fix:Prevent horse spawner crash (smartcmd#433) * refactor: refactor KBM input code * Fix mob nametag position to match correct height offset smartcmd#422 (smartcmd#440) * fix: ignore dedicated server properties in normal world startup * Fix controller paging regression in creative menu Preserve smooth row-by-row scrolling for mouse wheel input, but restore full-page movement for controller/menu scroll actions in the creative inventory. Commit 3093ca3 changed page indexing to support smooth scrolling, which caused ACTION_MENU_OTHER_STICK_UP/DOWN to advance by one row instead of one page. Track whether the scroll action originated from the mouse wheel and only use single-row steps in that case. Fixes smartcmd#253 * fix: restore KBM sprint on either Ctrl key * fix: fix smartcmd#464 * Fix for any aspect ratio in 3D Environments (smartcmd#320) * Add initial AnyAspectRatio support * Remove some logic that didn't work * Remove rogue back slash * Remove more remnants * Update UILayer.h * Update some comments * Remove WIP UI changes * Fix diffs * Remove UI resize call from `UpdateAspectRatio` * handle merge conflict * Update to C++ style static cast * Fix syntax * Revert "fix: fix smartcmd#464" This reverts commit 5922824. * Update ItemInHandRenderer.cpp (smartcmd#418) * Persist fullscreen setting and start windowed mode maximized (smartcmd#446) Save fullscreen toggle state to options.txt when F11 is pressed, and restore it on the next launch. When starting in windowed mode, the window now opens maximized instead of at a smaller default size. Previously, g_isFullscreen was hardcoded to false and never persisted, so the game always started in windowed mode. The window also started at a non-maximized size requiring manual maximization. Fixes smartcmd#391 * Ship updated, maybe temporary subtitle People keep going "Oh no I don't like the red WINDOWS text, oh no! I hate it! The red windows text is the devil, it will be my undoing! Please remove the red windows text or I shall simply perish!" And for that? Well, I have removed it. Now you can enjoy this logo made by @wiskerdmage in the style of the existing Edition logos. (smartcmd#385 (comment)) * Ship revised logo from @wiskerdmage This one looks a bit nicer so let's use this for now... * Adjust entity tracking ticks for several types This fixes the jittery problem. * fix: Fixed crash when launching at 720p smartcmd#517 Modify `MediaWindows64.arc` to include `skinHud.swf` --------- Co-authored-by: dtentiion <dtentiongit@gmail.com> Co-authored-by: Alezito2008 <92759854+Alezito2008@users.noreply.github.com> Co-authored-by: 4win <4winyt@gmail.com> Co-authored-by: rtm516 <rtm516@users.noreply.github.com> Co-authored-by: Mykey <mykey.discord@gmail.com> Co-authored-by: ModMaker101 <119018978+ModMaker101@users.noreply.github.com> Co-authored-by: Tygo de Vries <108730722+TygodeVries@users.noreply.github.com> Co-authored-by: daoge_cmd <3523206925@qq.com> Co-authored-by: Loki Rautio <lokirautio@gmail.com> Co-authored-by: Marlian <84173858+MCbabel@users.noreply.github.com> Co-authored-by: Davi Eler Magalhães <davi.eler.magalhaes@gmail.com> Co-authored-by: Fayaz Shaikh <61674751+fayaz12g@users.noreply.github.com> Co-authored-by: LetsGoAway <68365423+letsgoawaydev@users.noreply.github.com> Co-authored-by: Siobhan 🏳️⚧️ <33694155+siobhan-saoirse@users.noreply.github.com> Co-authored-by: kuwacom <kuwa.com3@gmail.com>
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Description
This offsets the mouse position in containers so it's at the correct location on the screen. Video: https://www.youtube.com/watch?v=cBJgRcisq60
Changes
Previous Behavior
The mouse could not move past the left or top edges of containers without going outside the window.
Root Cause
The mouse position was simply multiplied by the movie/client ratio with no offset.
New Behavior
The mouse is now at the correct location anywhere on the screen, including past the left or top edges of containers. It's also centered properly when opening containers.
Fix Implementation
The X and Y position of
m_controlMainPanelis subtracted from the mouse position. There might be a better way of doing this, but this seems to work just fine.