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https://github.com/TES3MP/openmw-tes3mp.git
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Revert questionable input manager decisions
Remove Options Menu shortcut Revert to more pleasant 0.45.0 Escape behavior Re-enable keyboard GUI arrow conversion feature Remove gamepad button release handling
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parent
cad4ba0423
commit
15bf05215e
2 changed files with 20 additions and 49 deletions
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@ -197,6 +197,11 @@ namespace MWInput
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void InputManager::handleGuiArrowKey(int action)
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{
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// This is currently keyboard-specific code
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// TODO: see if GUI controls can be refactored into a single function
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if (mJoystickLastUsed)
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return;
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if (SDL_IsTextInputActive())
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return;
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@ -224,13 +229,10 @@ namespace MWInput
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MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0, false);
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}
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bool InputManager::gamepadToGuiControl(const SDL_ControllerButtonEvent &arg, bool release=false)
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bool InputManager::gamepadToGuiControl(const SDL_ControllerButtonEvent &arg)
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{
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// Presumption of GUI mode will be removed in the future.
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// MyGUI KeyCodes *may* change.
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// Currently button releases are ignored.
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if (release)
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return false;
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MyGUI::KeyCode key = MyGUI::KeyCode::None;
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switch (arg.button)
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@ -381,9 +383,6 @@ namespace MWInput
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case A_GameMenu:
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toggleMainMenu ();
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break;
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case A_OptionsMenu:
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toggleOptionsMenu();
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break;
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case A_Screenshot:
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screenshot();
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break;
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@ -401,8 +400,7 @@ namespace MWInput
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case A_MoveRight:
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case A_MoveForward:
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case A_MoveBackward:
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// Temporary shut-down of this function until deemed necessary.
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//handleGuiArrowKey(action);
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handleGuiArrowKey(action);
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break;
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case A_Journal:
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toggleJournal ();
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@ -1000,9 +998,9 @@ namespace MWInput
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mJoystickLastUsed = true;
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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if (gamepadToGuiControl(arg, false))
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if (gamepadToGuiControl(arg))
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return;
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else if (mGamepadGuiCursorEnabled)
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if (mGamepadGuiCursorEnabled)
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{
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// Temporary mouse binding until keyboard controls are available:
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if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
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@ -1043,9 +1041,7 @@ namespace MWInput
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mJoystickLastUsed = true;
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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if (gamepadToGuiControl(arg, true))
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return;
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else if (mGamepadGuiCursorEnabled)
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if (mGamepadGuiCursorEnabled)
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{
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// Temporary mouse binding until keyboard controls are available:
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if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
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@ -1144,37 +1140,19 @@ namespace MWInput
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}
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if (MWBase::Environment::get().getWindowManager()->isConsoleMode())
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return;
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bool inGame = MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_NoGame;
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MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
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if ((inGame && mode == MWGui::GM_MainMenu) || mode == MWGui::GM_Settings)
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MWBase::Environment::get().getWindowManager()->popGuiMode();
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if (inGame && mode != MWGui::GM_MainMenu)
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_MainMenu);
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}
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void InputManager::toggleOptionsMenu()
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{
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if (MyGUI::InputManager::getInstance().isModalAny())
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{
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MWBase::Environment::get().getWindowManager()->exitCurrentModal();
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MWBase::Environment::get().getWindowManager()->toggleConsole();
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return;
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}
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if (MWBase::Environment::get().getWindowManager()->isConsoleMode())
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return;
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MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
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bool inGame = MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_NoGame;
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if ((inGame && mode == MWGui::GM_MainMenu) || mode == MWGui::GM_Settings)
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MWBase::Environment::get().getWindowManager()->popGuiMode();
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if (inGame && mode != MWGui::GM_Settings)
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MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Settings);
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if (!MWBase::Environment::get().getWindowManager()->isGuiMode()) //No open GUIs, open up the MainMenu
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{
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MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
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}
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else //Close current GUI
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{
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MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
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}
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}
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void InputManager::quickLoad() {
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@ -1529,7 +1507,6 @@ namespace MWInput
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defaultButtonBindings[A_TogglePOV] = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
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defaultButtonBindings[A_Inventory] = SDL_CONTROLLER_BUTTON_B;
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defaultButtonBindings[A_GameMenu] = SDL_CONTROLLER_BUTTON_START;
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defaultButtonBindings[A_OptionsMenu] = SDL_CONTROLLER_BUTTON_BACK;
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defaultButtonBindings[A_QuickSave] = SDL_CONTROLLER_BUTTON_GUIDE;
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defaultButtonBindings[A_MoveForward] = SDL_CONTROLLER_BUTTON_DPAD_UP;
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defaultButtonBindings[A_MoveLeft] = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
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@ -1610,7 +1587,6 @@ namespace MWInput
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descriptions[A_Journal] = "sJournal";
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descriptions[A_Rest] = "sRestKey";
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descriptions[A_Inventory] = "sInventory";
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descriptions[A_OptionsMenu] = "sPreferences";
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descriptions[A_TogglePOV] = "sTogglePOVCmd";
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descriptions[A_QuickKeysMenu] = "sQuickMenu";
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descriptions[A_QuickKey1] = "sQuick1Cmd";
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@ -1748,7 +1724,6 @@ namespace MWInput
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ret.push_back(A_Inventory);
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ret.push_back(A_Journal);
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ret.push_back(A_Rest);
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ret.push_back(A_OptionsMenu);
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ret.push_back(A_Console);
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ret.push_back(A_QuickSave);
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ret.push_back(A_QuickLoad);
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@ -1781,7 +1756,6 @@ namespace MWInput
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ret.push_back(A_Inventory);
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ret.push_back(A_Journal);
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ret.push_back(A_Rest);
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ret.push_back(A_OptionsMenu);
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ret.push_back(A_QuickSave);
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ret.push_back(A_QuickLoad);
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ret.push_back(A_Screenshot);
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@ -225,7 +225,7 @@ namespace MWInput
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void setPlayerControlsEnabled(bool enabled);
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void handleGuiArrowKey(int action);
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// Return true if GUI consumes input.
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bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg, bool release);
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bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg);
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bool gamepadToGuiControl(const SDL_ControllerAxisEvent &arg);
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void updateCursorMode();
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@ -234,7 +234,6 @@ namespace MWInput
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private:
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void toggleMainMenu();
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void toggleOptionsMenu();
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void toggleSpell();
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void toggleWeapon();
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void toggleInventory();
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@ -327,8 +326,6 @@ namespace MWInput
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A_MoveForwardBackward,
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A_MoveLeftRight,
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A_OptionsMenu,
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A_Last // Marker for the last item
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};
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};
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