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authorAndrei Karas <akaras@inbox.ru>2014-05-18 19:47:28 +0300
committerAndrei Karas <akaras@inbox.ru>2014-05-18 19:47:28 +0300
commit7da95c7f4da447876458a0b1a17736b9a2865844 (patch)
tree4b6ac0ab5bc32a11234a5363de95d0cfec8cb7d5 /src/actionmanager.cpp
parent515ce6c1413b5e3da131f3e4997abdc39c003a2c (diff)
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Move inputaction into separate file.
Diffstat (limited to 'src/actionmanager.cpp')
-rw-r--r--src/actionmanager.cpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/actionmanager.cpp b/src/actionmanager.cpp
index 3213b2e0a..0c2814d75 100644
--- a/src/actionmanager.cpp
+++ b/src/actionmanager.cpp
@@ -113,56 +113,56 @@ static bool closeMoveNpcDialog(bool focus)
impHandler(moveUp)
{
- if (inputManager.isActionActive(Input::KEY_EMOTE))
+ if (inputManager.isActionActive(InputAction::EMOTE))
return directUp(event);
return closeMoveNpcDialog(false);
}
impHandler(moveDown)
{
- if (inputManager.isActionActive(Input::KEY_EMOTE))
+ if (inputManager.isActionActive(InputAction::EMOTE))
return directDown(event);
return closeMoveNpcDialog(false);
}
impHandler(moveLeft)
{
- if (outfitWindow && inputManager.isActionActive(Input::KEY_WEAR_OUTFIT))
+ if (outfitWindow && inputManager.isActionActive(InputAction::WEAR_OUTFIT))
{
outfitWindow->wearPreviousOutfit();
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
- if (inputManager.isActionActive(Input::KEY_EMOTE))
+ if (inputManager.isActionActive(InputAction::EMOTE))
return directLeft(event);
return closeMoveNpcDialog(false);
}
impHandler(moveRight)
{
- if (outfitWindow && inputManager.isActionActive(Input::KEY_WEAR_OUTFIT))
+ if (outfitWindow && inputManager.isActionActive(InputAction::WEAR_OUTFIT))
{
outfitWindow->wearNextOutfit();
if (Game::instance())
Game::instance()->setValidSpeed();
return true;
}
- if (inputManager.isActionActive(Input::KEY_EMOTE))
+ if (inputManager.isActionActive(InputAction::EMOTE))
return directRight(event);
return closeMoveNpcDialog(false);
}
impHandler(moveForward)
{
- if (inputManager.isActionActive(Input::KEY_EMOTE))
+ if (inputManager.isActionActive(InputAction::EMOTE))
return directRight(event);
return closeMoveNpcDialog(false);
}
impHandler(emote)
{
- const int emotion = 1 + event.action - Input::KEY_EMOTE_1;
+ const int emotion = 1 + event.action - InputAction::EMOTE_1;
if (emotion > 0)
{
if (emoteShortcut)
@@ -177,7 +177,7 @@ impHandler(emote)
impHandler(moveToPoint)
{
- const int num = event.action - Input::KEY_MOVE_TO_POINT_1;
+ const int num = event.action - InputAction::MOVE_TO_POINT_1;
if (socialWindow && num >= 0)
{
socialWindow->selectPortal(num);
@@ -189,9 +189,9 @@ impHandler(moveToPoint)
impHandler(outfit)
{
- if (inputManager.isActionActive(Input::KEY_WEAR_OUTFIT))
+ if (inputManager.isActionActive(InputAction::WEAR_OUTFIT))
{
- const int num = event.action - Input::KEY_OUTFIT_1;
+ const int num = event.action - InputAction::OUTFIT_1;
if (outfitWindow && num >= 0)
{
outfitWindow->wearOutfit(num);
@@ -200,9 +200,9 @@ impHandler(outfit)
return true;
}
}
- else if (inputManager.isActionActive(Input::KEY_COPY_OUTFIT))
+ else if (inputManager.isActionActive(InputAction::COPY_OUTFIT))
{
- const int num = event.action - Input::KEY_OUTFIT_1;
+ const int num = event.action - InputAction::OUTFIT_1;
if (outfitWindow && num >= 0)
{
outfitWindow->copyOutfit(num);
@@ -258,7 +258,7 @@ impHandler(shortcut)
if (itemShortcut[num])
{
itemShortcut[num]->useItem(event.action
- - Input::KEY_SHORTCUT_1);
+ - InputAction::SHORTCUT_1);
}
}
return true;
@@ -394,7 +394,7 @@ impHandler0(heal)
{
if (actorManager)
{
- if (inputManager.isActionActive(Input::KEY_STOP_ATTACK))
+ if (inputManager.isActionActive(InputAction::STOP_ATTACK))
{
Being *target = player_node->getTarget();
if (!target || target->getType() != ActorType::PLAYER)
@@ -460,8 +460,8 @@ impHandler0(changePickupType)
impHandler0(moveToTarget)
{
- if (player_node && !inputManager.isActionActive(Input::KEY_TARGET_ATTACK)
- && !inputManager.isActionActive(Input::KEY_ATTACK))
+ if (player_node && !inputManager.isActionActive(InputAction::TARGET_ATTACK)
+ && !inputManager.isActionActive(InputAction::ATTACK))
{
player_node->moveToTarget();
return true;
@@ -471,8 +471,8 @@ impHandler0(moveToTarget)
impHandler0(moveToHome)
{
- if (player_node && !inputManager.isActionActive(Input::KEY_TARGET_ATTACK)
- && !inputManager.isActionActive(Input::KEY_ATTACK))
+ if (player_node && !inputManager.isActionActive(InputAction::TARGET_ATTACK)
+ && !inputManager.isActionActive(InputAction::ATTACK))
{
player_node->moveToHome();
if (Game::instance())
@@ -665,7 +665,7 @@ impHandler0(sit)
{
if (player_node)
{
- if (inputManager.isActionActive(Input::KEY_EMOTE))
+ if (inputManager.isActionActive(InputAction::EMOTE))
player_node->updateSit();
else
player_node->toggleSit();
@@ -1033,7 +1033,7 @@ impHandler0(stopAttack)
{
player_node->stopAttack();
// not consume if target attack key pressed
- if (inputManager.isActionActive(Input::KEY_TARGET_ATTACK))
+ if (inputManager.isActionActive(InputAction::TARGET_ATTACK))
return false;
return true;
}
@@ -1069,7 +1069,7 @@ impHandler0(targetAttack)
Being *target = nullptr;
const bool newTarget = !inputManager.isActionActive(
- Input::KEY_STOP_ATTACK);
+ InputAction::STOP_ATTACK);
// A set target has highest priority
if (!player_node->getTarget())
{
@@ -1132,11 +1132,11 @@ impHandler0(stopSit)
{
player_node->stopAttack();
// not consume if target attack key pressed
- if (inputManager.isActionActive(Input::KEY_TARGET_ATTACK))
+ if (inputManager.isActionActive(InputAction::TARGET_ATTACK))
return false;
if (!player_node->getTarget())
{
- if (inputManager.isActionActive(Input::KEY_EMOTE))
+ if (inputManager.isActionActive(InputAction::EMOTE))
player_node->updateSit();
else
player_node->toggleSit();