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Get rid of MenuUp, MenuDown, MenuLeft, MenuRight action entries
This makes ACTION_MENU* internal and non-configurable, but Lua code can still rely on those actions being sent so that controller input can be interpreted as menu input where appropriate. Closes #58.
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5 changed files with 17 additions and 13 deletions
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@ -382,7 +382,9 @@ bool AquariaSlider::doSliderInput(float dt)
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float inputAmount; // How much to adjust by?
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Vector jpos;
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// disabled the jaxis threshold check;
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// ACTION_MENU* should be sent automatically when above the threshold -- fg
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/*Vector jpos;
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for(size_t i = 0; i < core->getNumJoysticks(); ++i)
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if(Joystick *j = core->getJoystick(i))
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if(j->isEnabled())
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@ -390,14 +392,14 @@ bool AquariaSlider::doSliderInput(float dt)
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jpos = core->getJoystick(i)->position;
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if(fabsf(jpos.x) > SLIDER_JOY_THRESHOLD)
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break;
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}
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}*/
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StateObject *obj = dsq->getTopStateObject();
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if (jpos.x <= -SLIDER_JOY_THRESHOLD)
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/*if (jpos.x <= -SLIDER_JOY_THRESHOLD)
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inputAmount = -0.1f;
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else if (jpos.x >= SLIDER_JOY_THRESHOLD)
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inputAmount = +0.1f;
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else if (obj && obj->isActing(ACTION_MENULEFT, -1))
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else*/ if (obj && obj->isActing(ACTION_MENULEFT, -1))
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inputAmount = -0.1f;
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else if (obj && obj->isActing(ACTION_MENURIGHT, -1))
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inputAmount = +0.1f;
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@ -2564,6 +2564,16 @@ void Game::action(int id, int state, int source, InputDevice device)
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{
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if (id == ACTION_TOGGLEGRID && !state) toggleGridRender();
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}
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// Forward these to Lua scripts (because digital swim movement should be seen as menu movement as well)
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if(id == ACTION_SWIMLEFT)
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action(ACTION_MENULEFT, state, source, device);
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else if(id == ACTION_SWIMRIGHT)
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action(ACTION_MENURIGHT, state, source, device);
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else if(id == ACTION_SWIMUP)
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action(ACTION_MENUUP, state, source, device);
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else if(id == ACTION_SWIMDOWN)
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action(ACTION_MENUDOWN, state, source, device);
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}
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void Game::toggleWorldMap()
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@ -60,6 +60,7 @@ enum AquariaActions
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ACTION_TOGGLEGRID =5,
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// Automatically sent on either ACTION_SWIM* or sufficient analog controller input
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ACTION_MENULEFT =6,
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ACTION_MENURIGHT =7,
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ACTION_MENUUP =8,
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@ -948,7 +948,6 @@ void InGameMenu::bindInput()
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as.importAction(this, "MenuDown", ACTION_MENUDOWN, sourceID);
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as.importAction(this, "MenuLeft", ACTION_MENULEFT, sourceID);
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as.importAction(this, "MenuRight", ACTION_MENURIGHT, sourceID);
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}
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}
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@ -2165,10 +2164,6 @@ void InGameMenu::create()
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addKeyConfigLine(kk, SB(2116), "Escape", offx, y+=yi, true);
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addKeyConfigLine(kk, SB(2128), "ToggleHelp", offx, y+=yi);
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addKeyConfigLine(kk, SB(2135), "MenuUp", offx, y+=yi);
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addKeyConfigLine(kk, SB(2136), "MenuDown", offx, y+=yi);
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addKeyConfigLine(kk, SB(2137), "MenuLeft", offx, y+=yi);
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addKeyConfigLine(kk, SB(2138), "MenuRight", offx, y+=yi);
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addKeyConfigLine(kk, SB(2121), "PrevPage", offx, y+=yi);
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addKeyConfigLine(kk, SB(2122), "NextPage", offx, y+=yi);
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addKeyConfigLine(kk, SB(2123), "CookFood", offx, y+=yi);
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@ -286,10 +286,6 @@ static void ensureDefaultActions(ActionSet& as)
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as.addActionInput("SwimDown");
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as.addActionInput("SwimLeft");
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as.addActionInput("SwimRight");
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as.addActionInput("MenuUp");
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as.addActionInput("MenuDown");
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as.addActionInput("MenuLeft");
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as.addActionInput("MenuRight");
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as.addActionInput("Roll");
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as.addActionInput("Revert");
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as.addActionInput("WorldMap");
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