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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-17 01:32:21 +02:00

change naming

This commit is contained in:
Laserlicht
2024-07-19 17:58:06 +02:00
parent ac30f7757b
commit 994a065e29

View File

@ -37,7 +37,7 @@ InputHandler::InputHandler()
: enableMouse(settings["input"]["enableMouse"].Bool()) : enableMouse(settings["input"]["enableMouse"].Bool())
, enableTouch(settings["input"]["enableTouch"].Bool()) , enableTouch(settings["input"]["enableTouch"].Bool())
, enableController(settings["input"]["enableController"].Bool()) , enableController(settings["input"]["enableController"].Bool())
, currentInputMode(InputMode::MOUSE) , currentInputMode(InputMode::KEYBOARD_AND_MOUSE)
, mouseHandler(std::make_unique<InputSourceMouse>()) , mouseHandler(std::make_unique<InputSourceMouse>())
, keyboardHandler(std::make_unique<InputSourceKeyboard>()) , keyboardHandler(std::make_unique<InputSourceKeyboard>())
, fingerHandler(std::make_unique<InputSourceTouch>()) , fingerHandler(std::make_unique<InputSourceTouch>())
@ -53,6 +53,7 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
switch (current.type) switch (current.type)
{ {
case SDL_KEYDOWN: case SDL_KEYDOWN:
setCurrentInputMode(InputMode::KEYBOARD_AND_MOUSE);
keyboardHandler->handleEventKeyDown(current.key); keyboardHandler->handleEventKeyDown(current.key);
return; return;
case SDL_KEYUP: case SDL_KEYUP:
@ -62,14 +63,14 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
case SDL_MOUSEMOTION: case SDL_MOUSEMOTION:
if (enableMouse) if (enableMouse)
{ {
setCurrentInputMode(InputMode::MOUSE); setCurrentInputMode(InputMode::KEYBOARD_AND_MOUSE);
mouseHandler->handleEventMouseMotion(current.motion); mouseHandler->handleEventMouseMotion(current.motion);
} }
return; return;
case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONDOWN:
if (enableMouse) if (enableMouse)
{ {
setCurrentInputMode(InputMode::MOUSE); setCurrentInputMode(InputMode::KEYBOARD_AND_MOUSE);
mouseHandler->handleEventMouseButtonDown(current.button); mouseHandler->handleEventMouseButtonDown(current.button);
} }
return; return;