mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-11 01:10:26 +02:00
* added a number of key shortcuts
* stack queue will be shown when 'q' is pressed
This commit is contained in:
@ -308,7 +308,6 @@ void CTerrainRect::activate()
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ClickableL::activate();
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ClickableR::activate();
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Hoverable::activate();
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KeyInterested::activate();
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MotionInterested::activate();
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};
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void CTerrainRect::deactivate()
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@ -316,7 +315,6 @@ void CTerrainRect::deactivate()
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ClickableL::deactivate();
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ClickableR::deactivate();
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Hoverable::deactivate();
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KeyInterested::deactivate();
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MotionInterested::deactivate();
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};
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void CTerrainRect::clickLeft(tribool down)
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@ -467,7 +465,6 @@ void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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}
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CGI->curh->changeGraphic(0,0);
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}
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void CTerrainRect::keyPressed (const SDL_KeyboardEvent & key){}
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void CTerrainRect::hover(bool on)
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{
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if (!on)
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@ -978,34 +975,34 @@ CAdvMapInt::CAdvMapInt(int Player)
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:player(Player),
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statusbar(7,556),
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kingOverview(CGI->preth->zelp[293].first,CGI->preth->zelp[293].second,
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boost::bind(&CAdvMapInt::fshowOverview,this), 679, 196, "IAM002.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fshowOverview,this), 679, 196, "IAM002.DEF", SDLK_k, NULL,true),
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underground(CGI->preth->zelp[294].first,CGI->preth->zelp[294].second,
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boost::bind(&CAdvMapInt::fswitchLevel,this), 711, 196, "IAM010.DEF", false, new std::vector<std::string>(1,std::string("IAM003.DEF")),true),
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boost::bind(&CAdvMapInt::fswitchLevel,this), 711, 196, "IAM010.DEF", SDLK_u, new std::vector<std::string>(1,std::string("IAM003.DEF")),true),
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questlog(CGI->preth->zelp[295].first,CGI->preth->zelp[295].second,
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boost::bind(&CAdvMapInt::fshowQuestlog,this), 679, 228, "IAM004.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fshowQuestlog,this), 679, 228, "IAM004.DEF", SDLK_q, NULL,true),
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sleepWake(CGI->preth->zelp[296].first,CGI->preth->zelp[296].second,
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boost::bind(&CAdvMapInt::fsleepWake,this), 711, 228, "IAM005.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fsleepWake,this), 711, 228, "IAM005.DEF", SDLK_w, NULL,true),
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moveHero(CGI->preth->zelp[297].first,CGI->preth->zelp[297].second,
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boost::bind(&CAdvMapInt::fmoveHero,this), 679, 260, "IAM006.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fmoveHero,this), 679, 260, "IAM006.DEF", SDLK_m, NULL,true),
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spellbook(CGI->preth->zelp[298].first,CGI->preth->zelp[298].second,
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boost::bind(&CAdvMapInt::fshowSpellbok,this), 711, 260, "IAM007.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fshowSpellbok,this), 711, 260, "IAM007.DEF", SDLK_c, NULL,true),
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advOptions(CGI->preth->zelp[299].first,CGI->preth->zelp[299].second,
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boost::bind(&CAdvMapInt::fadventureOPtions,this), 679, 292, "IAM008.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fadventureOPtions,this), 679, 292, "IAM008.DEF", SDLK_a, NULL,true),
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sysOptions(CGI->preth->zelp[300].first,CGI->preth->zelp[300].second,
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boost::bind(&CAdvMapInt::fsystemOptions,this), 711, 292, "IAM009.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fsystemOptions,this), 711, 292, "IAM009.DEF", SDLK_o, NULL,true),
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nextHero(CGI->preth->zelp[301].first,CGI->preth->zelp[301].second,
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boost::bind(&CAdvMapInt::fnextHero,this), 679, 324, "IAM000.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fnextHero,this), 679, 324, "IAM000.DEF", SDLK_h, NULL,true),
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endTurn(CGI->preth->zelp[302].first,CGI->preth->zelp[302].second,
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boost::bind(&CAdvMapInt::fendTurn,this), 679, 356, "IAM001.DEF", false,NULL,true),
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boost::bind(&CAdvMapInt::fendTurn,this), 679, 356, "IAM001.DEF", SDLK_e, NULL,true),
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townList(5,&genRect(192,48,747,196),747,196,747,372)
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{
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@ -1130,10 +1127,12 @@ void CAdvMapInt::activate()
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heroList.activate();
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townList.activate();
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terrain.activate();
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KeyInterested::activate();
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show();
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}
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void CAdvMapInt::deactivate()
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{
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KeyInterested::deactivate();
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if(subInt == heroWindow)
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{
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heroWindow->deactivate();
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@ -1282,6 +1281,28 @@ void CAdvMapInt::centerOn(int3 on)
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LOCPLINT->adventureInt->updateScreen=true;
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updateMinimap=true;
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}
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void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
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{
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bool CAdvMapInt::* scrollDir;
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switch(key.keysym.sym)
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{
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case SDLK_UP:
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scrollDir = &CAdvMapInt::scrollingUp;
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break;
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case SDLK_LEFT:
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scrollDir = &CAdvMapInt::scrollingLeft;
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break;
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case SDLK_RIGHT:
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scrollDir = &CAdvMapInt::scrollingRight;
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break;
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case SDLK_DOWN:
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scrollDir = &CAdvMapInt::scrollingDown;
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break;
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default:
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return;
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}
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this->*scrollDir = key.state==SDL_PRESSED;
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}
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void CAdvMapInt::handleRightClick(std::string text, tribool down, CIntObject * client)
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{
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if (down)
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