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author | Forge <jgrimbert@free.fr> | 2009-01-01 21:04:00 +0100 |
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committer | Forge <jgrimbert@free.fr> | 2009-01-01 21:04:00 +0100 |
commit | da857b4386d53bed713871f31f1b4e6b0851373f (patch) | |
tree | d7c573325b2303726f3f97ac563b1fc038b3606f /src/game.cpp | |
parent | 5576b9efc3f9fe63ecebeaa63d1e5951a3d8d2cf (diff) | |
download | mana-da857b4386d53bed713871f31f1b4e6b0851373f.tar.gz mana-da857b4386d53bed713871f31f1b4e6b0851373f.tar.bz2 mana-da857b4386d53bed713871f31f1b4e6b0851373f.tar.xz mana-da857b4386d53bed713871f31f1b4e6b0851373f.zip |
Customisable shortkey for smiley (defaulting to keypad 0-9/*)
First step to more smileys...
Fully functionnal, very minor modifications
Provisions made for second step (windows for choosing smiley)
Signed-off-by: Forge <jgrimbert@free.fr>
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 74 |
1 files changed, 48 insertions, 26 deletions
diff --git a/src/game.cpp b/src/game.cpp index a108b9e0..1b84833c 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -541,32 +541,54 @@ void Game::handleInput() // Smilie if (keyboard.isKeyActive(keyboard.KEY_SMILIE)) - { - // Emotions - Uint8 emotion; - switch (event.key.keysym.sym) - { - case SDLK_1: emotion = 1; break; - case SDLK_2: emotion = 2; break; - case SDLK_3: emotion = 3; break; - case SDLK_4: emotion = 4; break; - case SDLK_5: emotion = 5; break; - case SDLK_6: emotion = 6; break; - case SDLK_7: emotion = 7; break; - case SDLK_8: emotion = 8; break; - case SDLK_9: emotion = 9; break; - case SDLK_0: emotion = 10; break; - case SDLK_MINUS: emotion = 11; break; - case SDLK_EQUALS: emotion = 12; break; - default: emotion = 0; break; - } - - if (emotion) - { - player_node->emote(emotion); - used = true; - } - } + { + // Emotions + Uint8 emotion; + /** + * + * Might be simpler to perform as follow + * emotion=0; + * const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); + * if ((tKey <=KeyboardConfig::KEY_SMILEY_12) + * &&(tKey >=KeyboardConfig::KEY_SMILEY_1) + * ) + * { + * emotion= 1+tKey-KeyboardConfig::KEY_SMILEY_1; + * } + * + * But this add constraints over KEY_SMILEY_* allocation + * (ordering, consecutive positive values) + * Old story... compiler optimisation + * or code complexity for update, which one is better ? + * I won't rely on enum allocation, let's keep the switch, + * it does not add such undocumented constraints on that enum. + * + * Speed consideration ? not even sure! + */ + const int tKey = keyboard.getKeyIndex(event.key.keysym.sym); + switch (tKey) + { + case KeyboardConfig::KEY_SMILEY_1: emotion = 1; break; + case KeyboardConfig::KEY_SMILEY_2: emotion = 2; break; + case KeyboardConfig::KEY_SMILEY_3: emotion = 3; break; + case KeyboardConfig::KEY_SMILEY_4: emotion = 4; break; + case KeyboardConfig::KEY_SMILEY_5: emotion = 5; break; + case KeyboardConfig::KEY_SMILEY_6: emotion = 6; break; + case KeyboardConfig::KEY_SMILEY_7: emotion = 7; break; + case KeyboardConfig::KEY_SMILEY_8: emotion = 8; break; + case KeyboardConfig::KEY_SMILEY_9: emotion = 9; break; + case KeyboardConfig::KEY_SMILEY_10: emotion = 10; break; + case KeyboardConfig::KEY_SMILEY_11: emotion = 11; break; + case KeyboardConfig::KEY_SMILEY_12: emotion = 12; break; + default: emotion = 0; break; + } + + if (emotion) + { + player_node->emote(emotion); + used = true; + } + } switch (event.key.keysym.sym) { case SDLK_PAGEUP: |