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authorAndrei Karas <akaras@inbox.ru>2012-04-08 19:41:19 +0300
committerAndrei Karas <akaras@inbox.ru>2012-04-08 19:41:19 +0300
commit30ef016b0a14f36dc480284e2d775295b5501dd4 (patch)
treea269c0983efb8dc9160bfe10b1dba26a302aff0c /src/game.cpp
parent25a6eae7f4fb561bbf930be28ee09510b40ebc80 (diff)
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Move most input code from keyboardconfig to inputmanager.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp52
1 files changed, 26 insertions, 26 deletions
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;