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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-04-29 09:10:43 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-04-29 09:10:43 +0000
commit567d35731d8cca0e535f23652b8fbe050a629f91 (patch)
tree260e523fd2f0494369bd28c72cc1e7155690d680 /src/game.cpp
parent5943323aff9db6c1405177478564072e9d2214b3 (diff)
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* Fixed issue with determining whether chat input is focused (method no longer
virtual). * Fixed sometimes rendering with the wrong font. * Fixed warnings about hiding virtual method, Window now always deletes its children (the option not to do so was never used anyway).
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 9bfdea9a..e66902d9 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -559,7 +559,7 @@ void Game::handleInput()
case SDLK_RETURN:
// Input chat window
- if (chatWindow->isFocused() ||
+ if (chatWindow->isInputFocused() ||
deathNotice != NULL ||
weightNotice != NULL)
{
@@ -605,7 +605,7 @@ void Game::handleInput()
default:
break;
}
- if (keyboard.isEnabled() && !chatWindow->isFocused())
+ if (keyboard.isEnabled() && !chatWindow->isInputFocused())
{
const int tKey = keyboard.getKeyIndex(event.key.keysym.sym);
// Checks if any item shortcut is pressed.
@@ -655,7 +655,7 @@ void Game::handleInput()
break;
case KeyboardConfig::KEY_HIDE_WINDOWS:
// Hide certain windows
- if (!chatWindow->isFocused())
+ if (!chatWindow->isInputFocused())
{
statusWindow->setVisible(false);
inventoryWindow->setVisible(false);
@@ -710,7 +710,7 @@ void Game::handleInput()
// Moving player around
if (player_node->mAction != Being::DEAD &&
current_npc == 0 &&
- !chatWindow->isFocused())
+ !chatWindow->isInputFocused())
{
// Get the state of the keyboard keys
keyboard.refreshActiveKeys();