From 7da95c7f4da447876458a0b1a17736b9a2865844 Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Sun, 18 May 2014 19:47:28 +0300 Subject: Move inputaction into separate file. --- src/actionmanager.cpp | 48 ++++++++++++++++++++++++------------------------ 1 file changed, 24 insertions(+), 24 deletions(-) (limited to 'src/actionmanager.cpp') 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(); -- cgit v1.2.3-60-g2f50