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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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@@ -14,6 +14,7 @@
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/Shortcut.h"
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#include "../widgets/CComponent.h"
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#include "../adventureMap/CAdventureMapInterface.h"
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#include "../widgets/Buttons.h"
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@@ -127,7 +128,7 @@ CQuestLog::CQuestLog (const std::vector<QuestInfo> & Quests)
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minimap = std::make_shared<CQuestMinimap>(Rect(12, 12, 169, 169));
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// TextBox have it's own 4 pixel padding from top at least for English. To achieve 10px from both left and top only add 6px margin
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description = std::make_shared<CTextBox>("", Rect(205, 18, 385, DESCRIPTION_HEIGHT_MAX), CSlider::BROWN, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE);
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ok = std::make_shared<CButton>(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close, this), SDLK_RETURN);
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ok = std::make_shared<CButton>(Point(539, 398), "IOKAY.DEF", CGI->generaltexth->zelp[445], std::bind(&CQuestLog::close, this), EShortcut::GLOBAL_CONFIRM);
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// Both button and lable are shifted to -2px by x and y to not make them actually look like they're on same line with quests list and ok button
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hideCompleteButton = std::make_shared<CToggleButton>(Point(10, 396), "sysopchk.def", CButton::tooltipLocalized("vcmi.questLog.hideComplete"), std::bind(&CQuestLog::toggleComplete, this, _1));
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hideCompleteLabel = std::make_shared<CLabel>(46, 398, FONT_MEDIUM, ETextAlignment::TOPLEFT, Colors::WHITE, CGI->generaltexth->translate("vcmi.questLog.hideComplete.hover"));
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