- removed the mouseInactiveConditional interface function.

This was only a crutch to let the input interface work with the original menus.

Now that the one in Blood is gone, all the conditions are no longer relevant. (Shadow Warrior never got far enough to implement this)
This commit is contained in:
Christoph Oelckers 2019-12-01 10:31:44 +01:00
parent 5d0d37df25
commit aed05840ae
10 changed files with 8 additions and 31 deletions

View file

@ -87,7 +87,6 @@ struct GameInterface : ::GameInterface
bool validate_hud(int) override;
void set_hud_layout(int size) override;
void set_hud_scale(int size) override;
bool mouseInactiveConditional(bool condition) override;
FString statFPS() override;
FSavegameInfo GetSaveSig() override;

View file

@ -136,12 +136,6 @@ void MenuSetupEpisodeInfo(void)
#endif
}
bool GameInterface::mouseInactiveConditional(bool condition)
{
return condition;
}
FSavegameInfo GameInterface::GetSaveSig()
{

View file

@ -211,7 +211,6 @@ struct GameInterface
virtual bool validate_hud(int) = 0;
virtual void set_hud_layout(int size) = 0;
virtual void set_hud_scale(int size) = 0;
virtual bool mouseInactiveConditional(bool condition) { return condition; }
virtual FString statFPS() { return "FPS display not available"; }
virtual GameStats getStats() { return {}; }
virtual void DrawNativeMenuText(int fontnum, int state, int xpos, int ypos, float fontscale, const char* text, int flags) {}

View file

@ -414,11 +414,6 @@ class MainMenu : public DukeListMenu
//----------------------------------------------------------------------------
bool GameInterface::mouseInactiveConditional(bool condition) // can hopefully go away once the menu refactor is complete
{
return condition;
}
void GameInterface::MenuOpened()
{
S_PauseSounds(true);

View file

@ -151,7 +151,6 @@ struct GameInterface : ::GameInterface
bool validate_hud(int) override;
void set_hud_layout(int size) override;
void set_hud_scale(int size) override;
bool mouseInactiveConditional(bool condition) override;
FString statFPS() override;
GameStats getStats() override;
// Access to the front end specific menu code. Use is restricted to the main menu, the ingame menu and the skill/episode selection.

View file

@ -31,6 +31,10 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
char typebuf[TYPEBUFSIZE];
bool mouseInactiveConditional(bool condition)
{
return condition;
}
int32_t I_CheckAllInput(void)
{
@ -54,7 +58,7 @@ int32_t I_TextSubmit(void)
return
inputState.GetKeyStatus(sc_Enter)
|| inputState.GetKeyStatus(sc_kpad_Enter)
|| gi->mouseInactiveConditional(inputState.MouseGetButtons()&LEFT_MOUSE)
|| mouseInactiveConditional(inputState.MouseGetButtons()&LEFT_MOUSE)
|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_A));
}
@ -102,7 +106,7 @@ int32_t I_GeneralTrigger(void)
I_AdvanceTrigger()
|| I_ReturnTrigger()
|| buttonMap.ButtonDown(gamefunc_Open)
|| gi->mouseInactiveConditional(buttonMap.ButtonDown(gamefunc_Fire))
|| mouseInactiveConditional(buttonMap.ButtonDown(gamefunc_Fire))
|| buttonMap.ButtonDown(gamefunc_Crouch)
|| (JOYSTICK_GetGameControllerButtons()&(1<<GAMECONTROLLER_BUTTON_START));
}
@ -278,7 +282,7 @@ int32_t I_SliderLeft(void)
return
I_MenuLeft()
#if !defined EDUKE32_TOUCH_DEVICES
|| gi->mouseInactiveConditional((inputState.MouseGetButtons()&LEFT_MOUSE) && (inputState.MouseGetButtons()&WHEELUP_MOUSE))
|| mouseInactiveConditional((inputState.MouseGetButtons()&LEFT_MOUSE) && (inputState.MouseGetButtons()&WHEELUP_MOUSE))
#endif
;
}
@ -295,7 +299,7 @@ int32_t I_SliderRight(void)
return
I_MenuRight()
#if !defined EDUKE32_TOUCH_DEVICES
|| gi->mouseInactiveConditional((inputState.MouseGetButtons()&LEFT_MOUSE) && (inputState.MouseGetButtons()&WHEELDOWN_MOUSE))
|| mouseInactiveConditional((inputState.MouseGetButtons()&LEFT_MOUSE) && (inputState.MouseGetButtons()&WHEELDOWN_MOUSE))
#endif
;
}

View file

@ -342,11 +342,6 @@ class MainMenu : public RedneckListMenu
//----------------------------------------------------------------------------
bool GameInterface::mouseInactiveConditional(bool condition) // can hopefully go away once the menu refactor is complete
{
return condition;
}
void GameInterface::MenuOpened()
{
S_PauseSounds(true);

View file

@ -155,7 +155,6 @@ struct GameInterface : ::GameInterface
bool validate_hud(int) override;
void set_hud_layout(int size) override;
void set_hud_scale(int size) override;
bool mouseInactiveConditional(bool condition) override;
FString statFPS() override;
GameStats getStats() override;
void DrawNativeMenuText(int fontnum, int state, int xpos, int ypos, float fontscale, const char* text, int flags);

View file

@ -4751,12 +4751,6 @@ void Saveable_Init_Dynamic()
/*extern*/ void GameInterface::set_hud_layout(int requested_size) { /* the relevant setting is gs.BorderNum */}
/*extern*/ void GameInterface::set_hud_scale(int requested_size) { /* the relevant setting is gs.BorderNum */ }
bool GameInterface::mouseInactiveConditional(bool condition)
{
return condition;
}
::GameInterface* CreateInterface()
{
return new GameInterface;

View file

@ -2381,7 +2381,6 @@ struct GameInterface : ::GameInterface
bool validate_hud(int) override;
void set_hud_layout(int size) override;
void set_hud_scale(int size) override;
bool mouseInactiveConditional(bool condition) override;
FSavegameInfo GetSaveSig() override;
};