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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@@ -176,7 +176,7 @@ void init_boe(int argc, char* argv[]) {
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init_buf();
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check_for_intel();
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srand(time(nullptr));
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init_screen_locs();
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init_screen_locs();
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init_startup();
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flushingInput = true;
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// Hidden preference to hide the startup logo - should be kept hidden
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