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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
This commit is contained in:
capostrophic 2019-07-29 16:13:52 +03:00
parent cad4ba0423
commit 15bf05215e
2 changed files with 20 additions and 49 deletions

View file

@ -197,6 +197,11 @@ namespace MWInput
void InputManager::handleGuiArrowKey(int action)
{
// This is currently keyboard-specific code
// TODO: see if GUI controls can be refactored into a single function
if (mJoystickLastUsed)
return;
if (SDL_IsTextInputActive())
return;
@ -224,13 +229,10 @@ namespace MWInput
MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0, false);
}
bool InputManager::gamepadToGuiControl(const SDL_ControllerButtonEvent &arg, bool release=false)
bool InputManager::gamepadToGuiControl(const SDL_ControllerButtonEvent &arg)
{
// Presumption of GUI mode will be removed in the future.
// MyGUI KeyCodes *may* change.
// Currently button releases are ignored.
if (release)
return false;
MyGUI::KeyCode key = MyGUI::KeyCode::None;
switch (arg.button)
@ -381,9 +383,6 @@ namespace MWInput
case A_GameMenu:
toggleMainMenu ();
break;
case A_OptionsMenu:
toggleOptionsMenu();
break;
case A_Screenshot:
screenshot();
break;
@ -401,8 +400,7 @@ namespace MWInput
case A_MoveRight:
case A_MoveForward:
case A_MoveBackward:
// Temporary shut-down of this function until deemed necessary.
//handleGuiArrowKey(action);
handleGuiArrowKey(action);
break;
case A_Journal:
toggleJournal ();
@ -1000,9 +998,9 @@ namespace MWInput
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (gamepadToGuiControl(arg, false))
if (gamepadToGuiControl(arg))
return;
else if (mGamepadGuiCursorEnabled)
if (mGamepadGuiCursorEnabled)
{
// Temporary mouse binding until keyboard controls are available:
if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
@ -1043,9 +1041,7 @@ namespace MWInput
mJoystickLastUsed = true;
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (gamepadToGuiControl(arg, true))
return;
else if (mGamepadGuiCursorEnabled)
if (mGamepadGuiCursorEnabled)
{
// Temporary mouse binding until keyboard controls are available:
if (arg.button == SDL_CONTROLLER_BUTTON_A) // We'll pretend that A is left click.
@ -1144,37 +1140,19 @@ namespace MWInput
}
if (MWBase::Environment::get().getWindowManager()->isConsoleMode())
return;
bool inGame = MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_NoGame;
MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
if ((inGame && mode == MWGui::GM_MainMenu) || mode == MWGui::GM_Settings)
MWBase::Environment::get().getWindowManager()->popGuiMode();
if (inGame && mode != MWGui::GM_MainMenu)
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_MainMenu);
}
void InputManager::toggleOptionsMenu()
{
if (MyGUI::InputManager::getInstance().isModalAny())
{
MWBase::Environment::get().getWindowManager()->exitCurrentModal();
MWBase::Environment::get().getWindowManager()->toggleConsole();
return;
}
if (MWBase::Environment::get().getWindowManager()->isConsoleMode())
return;
MWGui::GuiMode mode = MWBase::Environment::get().getWindowManager()->getMode();
bool inGame = MWBase::Environment::get().getStateManager()->getState() != MWBase::StateManager::State_NoGame;
if ((inGame && mode == MWGui::GM_MainMenu) || mode == MWGui::GM_Settings)
MWBase::Environment::get().getWindowManager()->popGuiMode();
if (inGame && mode != MWGui::GM_Settings)
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Settings);
if (!MWBase::Environment::get().getWindowManager()->isGuiMode()) //No open GUIs, open up the MainMenu
{
MWBase::Environment::get().getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
}
else //Close current GUI
{
MWBase::Environment::get().getWindowManager()->exitCurrentGuiMode();
}
}
void InputManager::quickLoad() {
@ -1529,7 +1507,6 @@ namespace MWInput
defaultButtonBindings[A_TogglePOV] = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
defaultButtonBindings[A_Inventory] = SDL_CONTROLLER_BUTTON_B;
defaultButtonBindings[A_GameMenu] = SDL_CONTROLLER_BUTTON_START;
defaultButtonBindings[A_OptionsMenu] = SDL_CONTROLLER_BUTTON_BACK;
defaultButtonBindings[A_QuickSave] = SDL_CONTROLLER_BUTTON_GUIDE;
defaultButtonBindings[A_MoveForward] = SDL_CONTROLLER_BUTTON_DPAD_UP;
defaultButtonBindings[A_MoveLeft] = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
@ -1610,7 +1587,6 @@ namespace MWInput
descriptions[A_Journal] = "sJournal";
descriptions[A_Rest] = "sRestKey";
descriptions[A_Inventory] = "sInventory";
descriptions[A_OptionsMenu] = "sPreferences";
descriptions[A_TogglePOV] = "sTogglePOVCmd";
descriptions[A_QuickKeysMenu] = "sQuickMenu";
descriptions[A_QuickKey1] = "sQuick1Cmd";
@ -1748,7 +1724,6 @@ namespace MWInput
ret.push_back(A_Inventory);
ret.push_back(A_Journal);
ret.push_back(A_Rest);
ret.push_back(A_OptionsMenu);
ret.push_back(A_Console);
ret.push_back(A_QuickSave);
ret.push_back(A_QuickLoad);
@ -1781,7 +1756,6 @@ namespace MWInput
ret.push_back(A_Inventory);
ret.push_back(A_Journal);
ret.push_back(A_Rest);
ret.push_back(A_OptionsMenu);
ret.push_back(A_QuickSave);
ret.push_back(A_QuickLoad);
ret.push_back(A_Screenshot);

View file

@ -225,7 +225,7 @@ namespace MWInput
void setPlayerControlsEnabled(bool enabled);
void handleGuiArrowKey(int action);
// Return true if GUI consumes input.
bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg, bool release);
bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg);
bool gamepadToGuiControl(const SDL_ControllerAxisEvent &arg);
void updateCursorMode();
@ -234,7 +234,6 @@ namespace MWInput
private:
void toggleMainMenu();
void toggleOptionsMenu();
void toggleSpell();
void toggleWeapon();
void toggleInventory();
@ -327,8 +326,6 @@ namespace MWInput
A_MoveForwardBackward,
A_MoveLeftRight,
A_OptionsMenu,
A_Last // Marker for the last item
};
};