TWINE: make cursorKeys obsolet

This commit is contained in:
Martin Gerhardy 2020-10-26 01:32:48 +01:00
parent 2cf3832bed
commit a8ca9e017b
3 changed files with 6 additions and 1 deletions

View File

@ -110,6 +110,10 @@ bool Input::isQuickBehaviourActionActive() const {
return isActionActive(TwinEActionType::QuickBehaviourNormal) || isActionActive(TwinEActionType::QuickBehaviourAthletic) || isActionActive(TwinEActionType::QuickBehaviourAggressive) || isActionActive(TwinEActionType::QuickBehaviourDiscreet);
}
bool Input::isMoveOrTurnActionActive() const {
return isActionActive(TwinEActionType::TurnLeft) || isActionActive(TwinEActionType::TurnRight) || isActionActive(TwinEActionType::MoveBackward) || isActionActive(TwinEActionType::MoveForward);
}
void Input::enableKeyMap(const char *id) {
if (_currentKeyMap == id) {
return;

View File

@ -141,6 +141,7 @@ public:
bool toggleAbortAction();
bool isQuickBehaviourActionActive() const;
bool isMoveOrTurnActionActive() const;
/**
* Gets mouse positions

View File

@ -258,7 +258,7 @@ void Movements::moveActor(int32 angleFrom, int32 angleTo, int32 speed, ActorMove
void Movements::update() {
previousLoopCursorKeys = loopCursorKeys;
heroActionKey = _engine->_input->pressedKey;
loopCursorKeys = _engine->_input->cursorKeys;
loopCursorKeys = _engine->_input->isMoveOrTurnActionActive();
}
void Movements::processActorMovements(int32 actorIdx) {