forked from mirror/openmw-tes3mp
Additionally use movement keys (default WASD) to navigate GUI buttons
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3d2ad2d339
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2 changed files with 30 additions and 0 deletions
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@ -174,6 +174,29 @@ namespace MWInput
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}
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}
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}
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}
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void InputManager::handleGuiArrowKey(int action)
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{
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MyGUI::KeyCode key;
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switch (action)
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{
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case A_MoveLeft:
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key = MyGUI::KeyCode::ArrowLeft;
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break;
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case A_MoveRight:
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key = MyGUI::KeyCode::ArrowRight;
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break;
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case A_MoveForward:
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key = MyGUI::KeyCode::ArrowUp;
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break;
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case A_MoveBackward:
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default:
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key = MyGUI::KeyCode::ArrowDown;
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break;
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}
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MWBase::Environment::get().getWindowManager()->injectKeyPress(key, 0);
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}
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void InputManager::channelChanged(ICS::Channel* channel, float currentValue, float previousValue)
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void InputManager::channelChanged(ICS::Channel* channel, float currentValue, float previousValue)
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{
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{
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resetIdleTime ();
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resetIdleTime ();
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@ -235,6 +258,12 @@ namespace MWInput
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resetIdleTime();
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resetIdleTime();
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activate();
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activate();
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break;
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break;
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case A_MoveLeft:
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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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handleGuiArrowKey(action);
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break;
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case A_Journal:
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case A_Journal:
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toggleJournal ();
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toggleJournal ();
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break;
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break;
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@ -214,6 +214,7 @@ namespace MWInput
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void updateIdleTime(float dt);
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void updateIdleTime(float dt);
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void setPlayerControlsEnabled(bool enabled);
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void setPlayerControlsEnabled(bool enabled);
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void handleGuiArrowKey(int action);
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void updateCursorMode();
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void updateCursorMode();
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