Factor out the game toolbars into a class.
This includes the following related or incidental changes: * Remove the win_from_rects global variable. With one minor exception, they were all equal to the relevant render texture's size anyway. * Split out time advancement from the handle_action function into a separate function * Split out each individual button action into its own function * Thanks to the above two, button actions triggered from the keyboard (and menu spells) no longer pass thru handle_action * Side-effect: keyboard shortcuts and menu spells no longer trigger the button press animation * Button presses now behave like proper buttons * Button clicks are now grouped by effect in the handling code, rather than by index * Removed a variable that mysteriously caused dialogue to become blank
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@@ -24,13 +24,11 @@ void draw_startup(short but_type);
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void draw_anim();
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void place_anim();
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void draw_start_button(eStartButton which_position,short which_button);
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void main_button_click(int which_button);
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void arrow_button_click(rectangle button_rect);
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void end_startup();
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void load_main_screen();
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void redraw_screen(int refresh);
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void put_background();
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void draw_buttons(short mode);
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void draw_text_bar();
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void refresh_text_bar();
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void put_text_bar(std::string str);
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