refactor so keystrokes can trigger editor left buttons

This commit is contained in:
2025-05-18 18:44:22 -05:00
parent 829d55fb88
commit 7ff2ff8ccd

View File

@@ -223,110 +223,112 @@ void update_mouse_spot(location the_point) {
if(overall_mode < MODE_MAIN_SCREEN) place_location();
}
static bool handle_lb_action(location the_point) {
static bool handle_lb_action(int i){
fs::path file_to_load;
int x;
draw_lb_slot(i,1);
play_sound(37);
mainPtr().display();
// TODO: Proper button handling
sf::sleep(time_in_ticks(10));
draw_lb_slot(i,0);
mainPtr().display();
if(overall_mode >= MODE_MAIN_SCREEN) {
switch(left_button_status[i].action) {
case LB_NO_ACTION:
break;
case LB_RETURN: // Handled separately, below
break;
case LB_NEW_SCEN:
if(build_scenario()){
overall_mode = MODE_MAIN_SCREEN;
set_up_main_screen();
}
break;
case LB_LOAD_SCEN:
file_to_load = nav_get_scenario();
if(!file_to_load.empty() && load_scenario(file_to_load, scenario)) {
restore_editor_state(true);
} else if(!file_to_load.empty())
// If we tried to load but failed, the scenario record is messed up, so boot to start screen.
set_up_start_screen();
break;
case LB_EDIT_TER:
start_terrain_editing();
break;
case LB_EDIT_MONST:
start_monster_editing(0);
break;
case LB_EDIT_ITEM:
start_item_editing(0);
break;
case LB_NEW_TOWN:
if(scenario.towns.size() >= 200) {
showError("You have reached the limit of 200 towns you can have in one scenario.");
return true;
}
if(new_town())
handle_close_terrain_view(MODE_MAIN_SCREEN);
break;
case LB_EDIT_TEXT:
right_sbar->setPosition(0);
start_string_editing(STRS_SCEN,0);
break;
case LB_EDIT_SPECITEM:
start_special_item_editing(false);
break;
case LB_EDIT_QUEST:
start_quest_editing(false);
break;
case LB_EDIT_SHOPS:
start_shops_editing(false);
break;
case LB_LOAD_OUT:
spot_hit = pick_out(cur_out, scenario);
if(spot_hit != cur_out) {
set_current_out(spot_hit, false);
if(overall_mode == MODE_EDIT_SPECIALS){
start_special_editing(1, false);
}
}
break;
case LB_EDIT_OUT:
start_out_edit();
mouse_button_held = false;
break;
case LB_LOAD_TOWN:
x = pick_town_num("select-town-edit",cur_town,scenario);
if(x >= 0){
cur_town = x;
town = scenario.towns[cur_town];
set_up_main_screen();
if(overall_mode == MODE_EDIT_SPECIALS){
start_special_editing(2, false);
}
}
break;
case LB_EDIT_TOWN:
start_town_edit();
mouse_button_held = false;
break;
case LB_EDIT_TALK:
start_dialogue_editing(0);
break;
}
}
if((overall_mode < MODE_MAIN_SCREEN) && left_button_status[i].action == LB_RETURN) {
handle_close_terrain_view(MODE_MAIN_SCREEN);
}
mouse_button_held = false;
update_edit_menu();
return true;
}
static bool handle_lb_click(location the_point) {
for(int i = 0; i < NLS; i++)
if(!mouse_button_held && the_point.in(left_buttons[i][0])
&& (left_button_status[i].action != LB_NO_ACTION)) {
draw_lb_slot(i,1);
play_sound(37);
mainPtr().display();
// TODO: Proper button handling
sf::sleep(time_in_ticks(10));
draw_lb_slot(i,0);
mainPtr().display();
if(overall_mode >= MODE_MAIN_SCREEN) {
switch(left_button_status[i].action) {
case LB_NO_ACTION:
break;
case LB_RETURN: // Handled separately, below
break;
case LB_NEW_SCEN:
if(build_scenario()){
overall_mode = MODE_MAIN_SCREEN;
set_up_main_screen();
}
break;
case LB_LOAD_SCEN:
file_to_load = nav_get_scenario();
if(!file_to_load.empty() && load_scenario(file_to_load, scenario)) {
restore_editor_state(true);
} else if(!file_to_load.empty())
// If we tried to load but failed, the scenario record is messed up, so boot to start screen.
set_up_start_screen();
break;
case LB_EDIT_TER:
start_terrain_editing();
break;
case LB_EDIT_MONST:
start_monster_editing(0);
break;
case LB_EDIT_ITEM:
start_item_editing(0);
break;
case LB_NEW_TOWN:
if(scenario.towns.size() >= 200) {
showError("You have reached the limit of 200 towns you can have in one scenario.");
return true;
}
if(new_town())
handle_close_terrain_view(MODE_MAIN_SCREEN);
break;
case LB_EDIT_TEXT:
right_sbar->setPosition(0);
start_string_editing(STRS_SCEN,0);
break;
case LB_EDIT_SPECITEM:
start_special_item_editing(false);
break;
case LB_EDIT_QUEST:
start_quest_editing(false);
break;
case LB_EDIT_SHOPS:
start_shops_editing(false);
break;
case LB_LOAD_OUT:
spot_hit = pick_out(cur_out, scenario);
if(spot_hit != cur_out) {
set_current_out(spot_hit, false);
if(overall_mode == MODE_EDIT_SPECIALS){
start_special_editing(1, false);
}
}
break;
case LB_EDIT_OUT:
start_out_edit();
mouse_button_held = false;
break;
case LB_LOAD_TOWN:
x = pick_town_num("select-town-edit",cur_town,scenario);
if(x >= 0){
cur_town = x;
town = scenario.towns[cur_town];
set_up_main_screen();
if(overall_mode == MODE_EDIT_SPECIALS){
start_special_editing(2, false);
}
}
break;
case LB_EDIT_TOWN:
start_town_edit();
mouse_button_held = false;
break;
case LB_EDIT_TALK:
start_dialogue_editing(0);
break;
}
}
if((overall_mode < MODE_MAIN_SCREEN) && left_button_status[i].action == LB_RETURN) {
handle_close_terrain_view(MODE_MAIN_SCREEN);
}
mouse_button_held = false;
update_edit_menu();
return true;
return handle_lb_action(i);
}
return false;
}
@@ -1635,7 +1637,7 @@ void handle_action(location the_point,sf::Event /*event*/) {
if(kb.isCtrlPressed())
ctrl_hit = true;
if(handle_lb_action(the_point))
if(handle_lb_click(the_point))
return;
if(overall_mode >= MODE_MAIN_SCREEN && overall_mode != MODE_EDIT_TYPES && handle_rb_action(the_point, option_hit))