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Ignore:
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/orxonox/overlays/InGameConsole.cc

    r8032 r8035  
    4949#include "core/ConfigValueIncludes.h"
    5050#include "core/command/ConsoleCommand.h"
    51 #include "core/GUIManager.h"
    5251#include "core/input/InputManager.h"
    5352#include "core/input/InputState.h"
     
    534533        {
    535534            this->bActive_ = false;
    536             GUIManager::getInstance().getLuaState()->doString("inGameConsoleClosed()"); // Notify the SheetManager in lua, that the console has been closed.
    537535            InputManager::getInstance().leaveState("console");
    538536            this->shell_->unregisterListener(this);
     
    611609    /*static*/ void InGameConsole::closeConsole()
    612610    {
    613         GUIManager::getInstance().getLuaState()->doString("inGameConsoleClosed()");  // Notify the SheetManager in lua, that the console has been closed, but not by ESC.
    614611        InGameConsole::getInstance().deactivate();
    615612    }
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