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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-13 01:20:34 +02:00

change naming

This commit is contained in:
Laserlicht
2024-07-19 03:44:45 +02:00
parent fb980bdb74
commit 26b164b7ca
7 changed files with 32 additions and 32 deletions

View File

@ -37,7 +37,7 @@ InputHandler::InputHandler()
: enableMouse(settings["input"]["enableMouse"].Bool())
, enableTouch(settings["input"]["enableTouch"].Bool())
, enableController(settings["input"]["enableController"].Bool())
, currentInputModi(InputModi::MOUSE)
, currentInputModus(InputModus::MOUSE)
, mouseHandler(std::make_unique<InputSourceMouse>())
, keyboardHandler(std::make_unique<InputSourceKeyboard>())
, fingerHandler(std::make_unique<InputSourceTouch>())
@ -62,14 +62,14 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
case SDL_MOUSEMOTION:
if (enableMouse)
{
setCurrentInputModi(InputModi::MOUSE);
setCurrentInputModus(InputModus::MOUSE);
mouseHandler->handleEventMouseMotion(current.motion);
}
return;
case SDL_MOUSEBUTTONDOWN:
if (enableMouse)
{
setCurrentInputModi(InputModi::MOUSE);
setCurrentInputModus(InputModus::MOUSE);
mouseHandler->handleEventMouseButtonDown(current.button);
}
return;
@ -91,14 +91,14 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
case SDL_FINGERMOTION:
if (enableTouch)
{
setCurrentInputModi(InputModi::TOUCH);
setCurrentInputModus(InputModus::TOUCH);
fingerHandler->handleEventFingerMotion(current.tfinger);
}
return;
case SDL_FINGERDOWN:
if (enableTouch)
{
setCurrentInputModi(InputModi::TOUCH);
setCurrentInputModus(InputModus::TOUCH);
fingerHandler->handleEventFingerDown(current.tfinger);
}
return;
@ -109,14 +109,14 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
case SDL_CONTROLLERAXISMOTION:
if (enableController)
{
setCurrentInputModi(InputModi::CONTROLLER);
setCurrentInputModus(InputModus::CONTROLLER);
gameControllerHandler->handleEventAxisMotion(current.caxis);
}
return;
case SDL_CONTROLLERBUTTONDOWN:
if (enableController)
{
setCurrentInputModi(InputModi::CONTROLLER);
setCurrentInputModus(InputModus::CONTROLLER);
gameControllerHandler->handleEventButtonDown(current.cbutton);
}
return;
@ -127,18 +127,18 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
}
}
void InputHandler::setCurrentInputModi(InputModi modi)
void InputHandler::setCurrentInputModus(InputModus modi)
{
if(currentInputModi != modi)
if(currentInputModus != modi)
{
currentInputModi = modi;
GH.events().dispatchInputModiChanged(modi);
currentInputModus = modi;
GH.events().dispatchInputModusChanged(modi);
}
}
InputModi InputHandler::getCurrentInputModi()
InputModus InputHandler::getCurrentInputModus()
{
return currentInputModi;
return currentInputModus;
}
std::vector<SDL_Event> InputHandler::acquireEvents()
@ -368,7 +368,7 @@ void InputHandler::stopTextInput()
void InputHandler::hapticFeedback()
{
if(currentInputModi == InputModi::TOUCH)
if(currentInputModus == InputModus::TOUCH)
fingerHandler->hapticFeedback();
}