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Implementation of (very basic) shortcuts system
- Added EShortcut enumeration that contains all in-game shortcuts - CIntObject::keyPressed now receive values from hotkey enumeration - On keypress, SDL key code will be translated to shortcut ID - Removed access to SDL key codes from most of engine
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@@ -116,6 +116,8 @@ private:
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void fnextHero();
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void fendTurn();
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void hotkeyMoveHeroDirectional(Point direction);
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bool isActive();
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void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
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@@ -130,7 +132,7 @@ private:
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const CGObjectInstance *getActiveObject(const int3 &tile);
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std::optional<Point> keyToMoveDirection(const SDL_Keycode & key);
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std::optional<Point> keyToMoveDirection(EShortcut key);
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void endingTurn();
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@@ -149,7 +151,7 @@ protected:
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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void keyPressed(const SDL_Keycode & key) override;
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void keyPressed(EShortcut key) override;
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public:
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CAdventureMapInterface();
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