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Remove support for input key config locking.

Wasn't useful, isn't useful, and confused me to no end.
Better to have this gone.
This commit is contained in:
fgenesis 2016-07-09 19:09:39 +02:00
parent 4b0f45df73
commit 798e4c6619
4 changed files with 12 additions and 33 deletions

View file

@ -481,9 +481,6 @@ AquariaKeyConfig::AquariaKeyConfig(const std::string &actionInputName, InputSetT
keyDown = false;
locked = 0;
toggleEnterKey(false);
}
@ -526,11 +523,6 @@ void AquariaKeyConfig::toggleEnterKey(int on)
}
void AquariaKeyConfig::setLock(int lock)
{
locked = lock;
}
void AquariaKeyConfig::onUpdate(float dt)
{
static bool inLoop = false;
@ -735,24 +727,17 @@ void AquariaKeyConfig::onUpdate(float dt)
{
keyDown = false;
if (!locked)
if (waitingForInput == this)
{
if (waitingForInput == this)
{
waitingForInput = 0;
toggleEnterKey(0);
AquariaGuiElement::canDirMoveGlobal = true;
}
else
{
waitingForInput = this;
toggleEnterKey(1);
AquariaGuiElement::canDirMoveGlobal = false;
}
waitingForInput = 0;
toggleEnterKey(0);
AquariaGuiElement::canDirMoveGlobal = true;
}
else
{
dsq->sound->playSfx("denied");
waitingForInput = this;
toggleEnterKey(1);
AquariaGuiElement::canDirMoveGlobal = false;
}
}
}

View file

@ -170,10 +170,7 @@ public:
static AquariaKeyConfig *waitingForInput;
void setLock(int lock);
protected:
int locked;
void toggleEnterKey(int on);
void onUpdate(float dt);

View file

@ -1490,7 +1490,7 @@ void InGameMenu::hide(bool effects, bool cancel)
}
void InGameMenu::addKeyConfigLine(RenderObject *group, const std::string &label, const std::string &actionInputName, int y, int l1, int l2, int l3)
void InGameMenu::addKeyConfigLine(RenderObject *group, const std::string &label, const std::string &actionInputName, int y)
{
TTFText *lb = new TTFText(&dsq->fontArialSmallest);
lb->setText(label);
@ -1499,17 +1499,14 @@ void InGameMenu::addKeyConfigLine(RenderObject *group, const std::string &label,
AquariaKeyConfig *k1 = new AquariaKeyConfig(actionInputName, INPUTSET_KEY, 0);
k1->position = Vector(350,y);
k1->setLock(l1);
group->addChild(k1, PM_POINTER);
AquariaKeyConfig *k2 = new AquariaKeyConfig(actionInputName, INPUTSET_KEY, 1);
k2->position = Vector(475,y);
k2->setLock(l2);
group->addChild(k2, PM_POINTER);
AquariaKeyConfig *j1 = new AquariaKeyConfig(actionInputName, INPUTSET_JOY, 0);
j1->position = Vector(600,y);
j1->setLock(l3);
group->addChild(j1, PM_POINTER);
k1->setDirMove(DIR_RIGHT, k2);
@ -1957,8 +1954,8 @@ void InGameMenu::create()
header_joy->setAlign(ALIGN_CENTER);
group_keyConfig->addChild(header_joy, PM_POINTER);
addKeyConfigLine(group_keyConfig, SB(2105), "lmb", 100+offy, 0, 0, 0);
addKeyConfigLine(group_keyConfig, SB(2106), "rmb", 120+offy, 0, 0, 0);
addKeyConfigLine(group_keyConfig, SB(2105), "lmb", 100+offy);
addKeyConfigLine(group_keyConfig, SB(2106), "rmb", 120+offy);
addKeyConfigLine(group_keyConfig, SB(2107), "PrimaryAction", 140+offy);
addKeyConfigLine(group_keyConfig, SB(2108), "SecondaryAction", 160+offy);
addKeyConfigLine(group_keyConfig, SB(2109), "SwimUp", 180+offy);
@ -1968,7 +1965,7 @@ void InGameMenu::create()
addKeyConfigLine(group_keyConfig, SB(2113), "Roll", 260+offy);
addKeyConfigLine(group_keyConfig, SB(2114), "Revert", 280+offy);
addKeyConfigLine(group_keyConfig, SB(2115), "WorldMap", 300+offy);
addKeyConfigLine(group_keyConfig, SB(2116), "Escape", 320+offy, 1, 0, 0);
addKeyConfigLine(group_keyConfig, SB(2116), "Escape", 320+offy);
AquariaKeyConfig* s1x = addAxesConfigLine(group_keyConfig, SB(2117), "s1ax", 340+offy, 0);
AquariaKeyConfig* s1y = addAxesConfigLine(group_keyConfig, SB(2118), "s1ay", 340+offy, 130);

View file

@ -188,7 +188,7 @@ private:
void onKeyConfig();
void addKeyConfigLine(RenderObject *group, const std::string &label, const std::string &actionInputName, int y, int l1=0, int l2=0, int l3=0);
void addKeyConfigLine(RenderObject *group, const std::string &label, const std::string &actionInputName, int y);
AquariaKeyConfig *addAxesConfigLine(RenderObject *group, const std::string &label, const std::string &actionInputName, int y, int offx);