Merge pull request #537 from NQNStudios:screen-shift-keys

This makes it so arrow keys/numpad can control screen shift when it's available.

When this preference is enabled, #482 will not be an issue (Fix #482). But the player will also miss out on cases where adjacent targeting would be a good thing. I haven't done anything smart to determine whether one mode or the other is better on a case-by-case basis.
This commit is contained in:
2025-01-22 09:28:28 -05:00
committed by GitHub
5 changed files with 66 additions and 12 deletions

View File

@@ -975,6 +975,18 @@ location terrain_click[8] = {
{120,185}, // west
{120,155}, // northwest
};
// Screen shift deltas ordered to correspond with eDirection
// TODO screen_shift_delta is duplicated (with different ordering) in boe.actions.cpp
location screen_shift_delta[8] = {
{0,-1}, // north
{1,-1}, // northeast
{1,0}, // east
{1,1}, // southeast
{0,1}, // south
{-1,1}, // southwest
{-1,0}, // west
{-1,-1}, // northwest
};
static void fire_delayed_key(Key code) {
bool isUpPressed = delayed_keys[Key::Up] > 0;
@@ -1015,11 +1027,18 @@ static void fire_delayed_key(Key code) {
}
if(dir != -1){
sf::Event pass_event = {sf::Event::MouseButtonPressed};
location pass_point = mainPtr.mapCoordsToPixel(terrain_click[dir], mainView);
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
queue_fake_event(pass_event);
bool need_redraw = false;
if(handle_screen_shift(screen_shift_delta[dir], need_redraw)){
if(need_redraw){
draw_terrain();
}
}else{
sf::Event pass_event = {sf::Event::MouseButtonPressed};
location pass_point = mainPtr.mapCoordsToPixel(terrain_click[dir], mainView);
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
queue_fake_event(pass_event);
}
}
}