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BURIED: Replace magic numbers with enum
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99b947979d
commit
f07685729c
@ -149,17 +149,17 @@ void NavArrowWindow::onLButtonDown(const Common::Point &point, uint flags) {
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// If we only clicked on the forward arrow, then take care of it here
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if (!rightButton.contains(point) && !downButton.contains(point)) {
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if (_arrowStatus[4] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(4);
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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} else {
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if (rightButton.contains(point)) {
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Graphics::Surface *centerArrow = _vm->_gfx->getBitmap(_arrowBitmaps[4][_arrowStatus[4]]);
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if (_vm->_gfx->checkPointAgainstMaskedBitmap(centerArrow, 39, 49, point, 255, 255, 255)) {
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if (_arrowStatus[4] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(4);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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} else {
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if (_arrowStatus[2] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(2);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionRight);
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}
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centerArrow->free();
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@ -171,10 +171,10 @@ void NavArrowWindow::onLButtonDown(const Common::Point &point, uint flags) {
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if (_vm->_gfx->checkPointAgainstMaskedBitmap(centerArrow, 39, 49, point, 255, 255, 255)) {
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if (_arrowStatus[4] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(4);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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} else {
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if (_arrowStatus[3] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(3);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionDown);
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}
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centerArrow->free();
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@ -183,16 +183,16 @@ void NavArrowWindow::onLButtonDown(const Common::Point &point, uint flags) {
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}
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} else {
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if (upButton.contains(point) && _arrowStatus[0] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(0);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionUp);
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if (leftButton.contains(point) && _arrowStatus[1] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(1);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionLeft);
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if (rightButton.contains(point) && _arrowStatus[2] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(2);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionRight);
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if (downButton.contains(point) && _arrowStatus[3] == BUTTON_ENABLED)
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(3);
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retVal = ((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionDown);
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}
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if (retVal) {
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@ -206,26 +206,26 @@ void NavArrowWindow::onKeyUp(const Common::KeyState &key, uint flags) {
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case Common::KEYCODE_KP4:
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case Common::KEYCODE_LEFT:
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if (_arrowStatus[1] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(1);
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionLeft);
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break;
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case Common::KEYCODE_KP6:
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case Common::KEYCODE_RIGHT:
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if (_arrowStatus[2] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(2);
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionRight);
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break;
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case Common::KEYCODE_KP2:
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case Common::KEYCODE_DOWN:
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if (_arrowStatus[3] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(3);
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionDown);
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break;
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case Common::KEYCODE_KP8:
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case Common::KEYCODE_UP:
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if (_arrowStatus[0] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(0);
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionUp);
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break;
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case Common::KEYCODE_KP5:
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if (_arrowStatus[4] == BUTTON_ENABLED)
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(4);
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((GameUIWindow *)_parent)->_sceneViewWindow->moveInDirection(kDirectionForward);
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break;
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default:
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break;
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@ -486,7 +486,7 @@ bool SceneViewWindow::jumpToSceneRestore(const Location &newLocation) {
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return true;
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}
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bool SceneViewWindow::moveInDirection(int direction) {
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bool SceneViewWindow::moveInDirection(Direction direction) {
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if (!_currentScene)
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return false;
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@ -495,19 +495,19 @@ bool SceneViewWindow::moveInDirection(int direction) {
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DestinationScene destinationData;
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switch (direction) {
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case 0: // Up
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case kDirectionUp: // Up
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destinationData = _currentScene->_staticData.destUp;
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break;
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case 1: // Left
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case kDirectionLeft: // Left
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destinationData = _currentScene->_staticData.destLeft;
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break;
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case 2: // Right
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case kDirectionRight: // Right
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destinationData = _currentScene->_staticData.destRight;
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break;
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case 3: // Down
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case kDirectionDown: // Down
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destinationData = _currentScene->_staticData.destDown;
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break;
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case 4: // Forward
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case kDirectionForward: // Forward
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destinationData = _currentScene->_staticData.destForward;
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break;
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}
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@ -44,6 +44,14 @@ class AVIFrames;
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class SceneBase;
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class VideoWindow;
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enum Direction {
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kDirectionUp = 0,
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kDirectionLeft = 1,
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kDirectionRight = 2,
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kDirectionDown = 3,
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kDirectionForward = 4
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};
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class SceneViewWindow : public Window {
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public:
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SceneViewWindow(BuriedEngine *vm, Window *parent);
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@ -64,7 +72,7 @@ public:
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bool jumpToScene(const Location &newLocation);
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bool jumpToSceneRestore(const Location &newLocation);
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bool moveInDirection(int direction);
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bool moveInDirection(Direction direction);
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bool moveToDestination(const DestinationScene &destinationData);
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bool timeSuitJump(int destination);
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@ -140,7 +148,7 @@ public:
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void onMouseMove(const Common::Point &point, uint flags);
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void onKeyUp(const Common::KeyState &key, uint flags);
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bool isScenePresent() { return _currentScene != 0; }
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int draggingItem(int itemID, const Common::Point &pointLocation, int itemFlags);
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int droppedItem(int itemID, const Common::Point &pointLocation, int itemFlags);
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