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Port: play the cursor sound when the mouse moves a menu cursor - #109
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carrdylan52 wants to merge 4 commits into
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carrdylan52 wants to merge 4 commits into
carrdylan52 wants to merge 4 commits into
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A notch over the bag moved the cursor a row while the board stayed put, so with the pointer on the top row the selection and its Sell price popup walked away from it. A goods list or bag longer than its window now scrolls one row per notch through the retail eased scroll (MenuMouseScroll for the list, the ITEM page's ScrollTop and WheelTarget for the bag), and the cursor takes the entry that settles under the pointer. Rows sliding out of the window can no longer be hovered, so a hover cannot scroll the pane back. A list that fits still moves its cursor through the retail keys. The wheel never enters an empty goods list, as retail keeps the bag in front when stock runs out.
Hover and the wheel moved several menu cursors silently: shop goods, bag and quantity board, the ITEM page's build-up list and the same index on another ITEM panel. MenuMouseCursorSound plays SYSTEM_SE_CURSOR at most once a tick from the adapters that set a cursor themselves, the world map's area marks among them; paths where retail already sounds the move (synthesized directions, MenuMouseMove, the post-hook cursor check) are left to retail. In the shop, the adapter sounds its own pane or quantity change only when the retail press it sends will not move, so each real change sounds once, at limits too. The fishing-rod stats no longer sound twice. PC SETTINGS rows stay silent, as with the keyboard.
millerscout
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Oct 18, 2026
ListHit initialises the list and board positions as master's clang-tidy pass does for the code it replaces.
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Depends on #108 (stacked on it; the diff shows its commit until it merges). The change here is the last commit.
Before: hover and the wheel moved several menu cursors silently (shop goods, bag and quantity board, the ITEM page's build-up list, the same index on another ITEM panel), and the fishing-rod stats sounded twice.
After: each real mouse cursor change plays the retail cursor sound exactly once, including at list ends and quantity limits.
How:
MenuMouseCursorSoundplays SYSTEM_SE_CURSOR at most once a tick for cursors the adapters set themselves; moves the retail step already sounds (synthesized directions,MenuMouseMove, the post-hook cursor check) stay retail's. The shop predicts whether the retail press it sends will move (RetailMoves) and sounds its own change only when it won't. APORT_OVERRIDE MenuSePlay(int)keeps the retail body and counts sounds for tests. PC SETTINGS rows stay silent, as with the keyboard.Tests: sound-count cases in the shop, item, world map and menu tests, including limits and pane switches.