From 30ef016b0a14f36dc480284e2d775295b5501dd4 Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Sun, 8 Apr 2012 19:41:19 +0300 Subject: Move most input code from keyboardconfig to inputmanager. --- src/game.cpp | 52 ++++++++++++++++++++++++++-------------------------- 1 file changed, 26 insertions(+), 26 deletions(-) (limited to 'src/game.cpp') diff --git a/src/game.cpp b/src/game.cpp index eda5fd638..250028b88 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -722,8 +722,8 @@ void Game::handleMoveAndAttack() // Ignore input if either "ignore" key is pressed // Stops the character moving about if the user's window manager // uses "ignore+arrow key" to switch virtual desktops. - if (keyboard.isActionActive(Input::KEY_IGNORE_INPUT_1) || - keyboard.isActionActive(Input::KEY_IGNORE_INPUT_2)) + if (inputManager.isActionActive(Input::KEY_IGNORE_INPUT_1) || + inputManager.isActionActive(Input::KEY_IGNORE_INPUT_2)) { return; } @@ -731,14 +731,14 @@ void Game::handleMoveAndAttack() unsigned char direction = 0; // Translate pressed keys to movement and direction - if (keyboard.isActionActive(Input::KEY_MOVE_UP) || + if (inputManager.isActionActive(Input::KEY_MOVE_UP) || (joystick && joystick->isUp())) { direction |= Being::UP; setValidSpeed(); player_node->cancelFollow(); } - else if (keyboard.isActionActive(Input::KEY_MOVE_DOWN) || + else if (inputManager.isActionActive(Input::KEY_MOVE_DOWN) || (joystick && joystick->isDown())) { direction |= Being::DOWN; @@ -746,14 +746,14 @@ void Game::handleMoveAndAttack() player_node->cancelFollow(); } - if (keyboard.isActionActive(Input::KEY_MOVE_LEFT) || + if (inputManager.isActionActive(Input::KEY_MOVE_LEFT) || (joystick && joystick->isLeft())) { direction |= Being::LEFT; setValidSpeed(); player_node->cancelFollow(); } - else if (keyboard.isActionActive(Input::KEY_MOVE_RIGHT) || + else if (inputManager.isActionActive(Input::KEY_MOVE_RIGHT) || (joystick && joystick->isRight())) { direction |= Being::RIGHT; @@ -761,7 +761,7 @@ void Game::handleMoveAndAttack() player_node->cancelFollow(); } - if (!keyboard.isActionActive(Input::KEY_EMOTE) || direction == 0) + if (!inputManager.isActionActive(Input::KEY_EMOTE) || direction == 0) { if (!viewport->getCameraMode()) { @@ -791,20 +791,20 @@ void Game::handleMoveAndAttack() if ((player_node->getFollow().empty() || joyAttack) && mValidSpeed) { // Attacking monsters - if (keyboard.isActionActive(Input::KEY_ATTACK)) + if (inputManager.isActionActive(Input::KEY_ATTACK)) { if (player_node->getTarget()) player_node->attack(player_node->getTarget(), true); } - if ((keyboard.isActionActive(Input::KEY_TARGET_ATTACK) + if ((inputManager.isActionActive(Input::KEY_TARGET_ATTACK) || joyAttack) - /*&& !keyboard.isActionActive(Input::KEY_MOVE_TO_TARGET)*/ + /*&& !inputManager.isActionActive(Input::KEY_MOVE_TO_TARGET)*/ ) { Being *target = nullptr; - bool newTarget = !keyboard.isActionActive(Input::KEY_TARGET); + bool newTarget = !inputManager.isActionActive(Input::KEY_TARGET); // A set target has highest priority if (!player_node->getTarget()) { @@ -821,27 +821,27 @@ void Game::handleMoveAndAttack() } } - if (!keyboard.isActionActive(Input::KEY_EMOTE)) + if (!inputManager.isActionActive(Input::KEY_EMOTE)) { // Target the nearest player/monster/npc - if ((keyboard.isActionActive(Input::KEY_TARGET_PLAYER) || - keyboard.isActionActive(Input::KEY_TARGET_CLOSEST) || - keyboard.isActionActive(Input::KEY_TARGET_NPC) || + if ((inputManager.isActionActive(Input::KEY_TARGET_PLAYER) || + inputManager.isActionActive(Input::KEY_TARGET_CLOSEST) || + inputManager.isActionActive(Input::KEY_TARGET_NPC) || (joystick && joystick->buttonPressed(3))) && - !keyboard.isActionActive(Input::KEY_TARGET) && - !keyboard.isActionActive(Input::KEY_UNTARGET)) + !inputManager.isActionActive(Input::KEY_TARGET) && + !inputManager.isActionActive(Input::KEY_UNTARGET)) { ActorSprite::Type currentTarget = ActorSprite::UNKNOWN; - if (keyboard.isActionActive(Input::KEY_TARGET_CLOSEST) || + if (inputManager.isActionActive(Input::KEY_TARGET_CLOSEST) || (joystick && joystick->buttonPressed(3))) { currentTarget = ActorSprite::MONSTER; } - else if (keyboard.isActionActive(Input::KEY_TARGET_PLAYER)) + else if (inputManager.isActionActive(Input::KEY_TARGET_PLAYER)) { currentTarget = ActorSprite::PLAYER; } - else if (keyboard.isActionActive(Input::KEY_TARGET_NPC)) + else if (inputManager.isActionActive(Input::KEY_TARGET_NPC)) { currentTarget = ActorSprite::NPC; } @@ -863,15 +863,15 @@ void Game::handleMoveAndAttack() } // Stop attacking if the right key is pressed - if (!keyboard.isActionActive(Input::KEY_ATTACK) - && !keyboard.isActionActive(Input::KEY_EMOTE)) + if (!inputManager.isActionActive(Input::KEY_ATTACK) + && !inputManager.isActionActive(Input::KEY_EMOTE)) { - if (keyboard.isActionActive(Input::KEY_TARGET) + if (inputManager.isActionActive(Input::KEY_TARGET) || (joystick && joystick->buttonPressed(4))) { player_node->stopAttack(); } - else if (keyboard.isActionActive(Input::KEY_UNTARGET)) + else if (inputManager.isActionActive(Input::KEY_UNTARGET)) { player_node->untarget(); } @@ -982,8 +982,8 @@ void Game::handleInput() return; // If pressed outfits keys, stop processing keys. - if (keyboard.isActionActive(Input::KEY_WEAR_OUTFIT) - || keyboard.isActionActive(Input::KEY_COPY_OUTFIT) + if (inputManager.isActionActive(Input::KEY_WEAR_OUTFIT) + || inputManager.isActionActive(Input::KEY_COPY_OUTFIT) || (setupWindow && setupWindow->isVisible())) { return; -- cgit v1.2.3-60-g2f50