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Timestamp:
Mar 6, 2011, 4:32:05 PM (13 years ago)
Author:
dafrick
Message:

Replacing hard coded keys for the menu navigation with keys specified in the keybindings.ini file (note: You have to delete your keybindings.ini file for it to be regenerated and work correctly).
The upside is, that now we need less hackish, stuff, it's better integrated, toggling of OrxonoxOverlays (e.g. QuestGUI and PickupInventory, among others) is working again. Closing the InGameConsole with ESC no longer requires a workaround to work.
The downside is, that now GUI sheets that require input, e.g. GraphicsMenu or MiscConfigMenu, no longer support menu navigation and ESC doesn't work there. However, I don't know how to work around that, yet. But since all that ESC business is a hack anyway, I'd rather have the hacks there…

File:
1 edited

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  • code/branches/usability/src/libraries/core/GUIManager.h

    r8033 r8035  
    9494        void setBackgroundImage(const std::string& image);
    9595
     96        static void navigateGUI(const std::string& mode);
     97        void guisActiveChanged(bool active); // tolua_export
     98
    9699        //! Creates a new InputState to be used with a GUI Sheet
    97100        const std::string& createInputState(const std::string& name, TriBool::Value showCursor = TriBool::True, TriBool::Value useKeyboard = TriBool::True, bool bBlockJoyStick = false); // tolua_export
     
    124127        template <typename FunctionType>
    125128        bool protectedCall(FunctionType function);
     129
     130        static const std::string NAVIGATE_UP;
     131        static const std::string NAVIGATE_DOWN;
     132        static const std::string NAVIGATE_LEFT;
     133        static const std::string NAVIGATE_RIGHT;
     134        static const std::string NAVIGATE_ENTER;
     135
     136        bool GUIsActive_; //!< Whether there are any GUIs active at a given moment.
    126137
    127138        // keyHandler functions
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