Hotkey: removed unused basic_handler class

Not sure what this was used for, but it's not used for anything now and is just confusing being around.
This commit is contained in:
Charles Dang 2017-07-26 19:27:05 +11:00
parent 3d8dbde03b
commit bbfe46755e
3 changed files with 0 additions and 56 deletions

View file

@ -217,11 +217,6 @@ void game_display::scroll_to_leader(int side, SCROLL_TYPE scroll_type,bool force
unit_map::const_iterator leader = dc_->units().find_leader(side);
if(leader.valid()) {
// YogiHH: I can't see why we need another key_handler here,
// therefore I will comment it out :
/*
const hotkey::basic_handler key_events_handler(gui_);
*/
scroll_to_tile(leader->get_location(), scroll_type, true, force);
}
}

View file

@ -481,42 +481,6 @@ void command_executor::get_menu_images(display& disp, std::vector<config>& items
}
}
basic_handler::basic_handler(command_executor* exec) : exec_(exec) {}
void basic_handler::handle_event(const SDL_Event& event)
{
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
// If we're in a dialog we only want to handle items that are explicitly
// handled by the executor.
// If we're not in a dialog we can call the regular key event handler.
if (!gui::in_dialog()) {
key_event(event,exec_);
} else if (exec_ != nullptr) {
event_execute(event,exec_);
}
break;
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
if (!gui::in_dialog()) {
jbutton_event(event,exec_);
} else if (exec_ != nullptr) {
event_execute(event,exec_);
}
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
if (!gui::in_dialog()) {
mbutton_event(event,exec_);
} else if (exec_ != nullptr) {
event_execute(event,exec_);
}
break;
}
}
void mbutton_event(const SDL_Event& event, command_executor* executor)
{
event_execute(event, executor);

View file

@ -166,19 +166,4 @@ void mbutton_event(const SDL_Event& event, command_executor* executor);
//TODO
void execute_command(const hotkey_command& command, command_executor* executor, int index=-1, bool press=true);
// Object which will ensure that basic keyboard events like escape
// are handled properly for the duration of its lifetime.
class basic_handler : public events::sdl_handler
{
public:
basic_handler(command_executor* exec);
void handle_event(const SDL_Event& event);
void handle_window_event(const SDL_Event&) {}
private:
command_executor* exec_;
};
}