Chaning of the queuing key is easier

This commit is contained in:
PolitikerNEU 2010-04-18 19:28:52 +00:00
parent e06e964728
commit 54db1e20f6
1 changed files with 11 additions and 9 deletions

View File

@ -43,6 +43,8 @@ namespace Glest{ namespace Game{
const float Mouse3d::fadeSpeed= 1.f/50.f;
static const int queueCommandKey = vkShift;
Mouse3d::Mouse3d(){
enabled= false;
rot= 0;
@ -371,12 +373,12 @@ void Gui::onSelectionChanged(){
void Gui::giveOneClickOrders(){
CommandResult result;
bool shiftDown = isKeyDown(vkShift);
bool queueKeyDown = isKeyDown(queueCommandKey);
if(selection.isUniform()){
result= commander->tryGiveCommand(&selection, activeCommandType, Vec2i(0), (Unit*)NULL, shiftDown);
result= commander->tryGiveCommand(&selection, activeCommandType, Vec2i(0), (Unit*)NULL, queueKeyDown);
}
else{
result= commander->tryGiveCommand(&selection, activeCommandClass, Vec2i(0), (Unit*)NULL, shiftDown);
result= commander->tryGiveCommand(&selection, activeCommandClass, Vec2i(0), (Unit*)NULL, queueKeyDown);
}
addOrdersResultToConsole(activeCommandClass, result);
activeCommandType= NULL;
@ -393,9 +395,9 @@ void Gui::giveDefaultOrders(int x, int y){
return;
}
bool shiftDown = isKeyDown(vkShift);
bool queueKeyDown = isKeyDown(queueCommandKey);
//give order
CommandResult result= commander->tryGiveCommand(&selection, targetPos, targetUnit, shiftDown);
CommandResult result= commander->tryGiveCommand(&selection, targetPos, targetUnit, queueKeyDown);
//graphical result
addOrdersResultToConsole(activeCommandClass, result);
@ -426,20 +428,20 @@ void Gui::giveTwoClickOrders(int x, int y){
return;
}
bool shiftDown = isKeyDown(vkShift);
bool queueKeyDown = isKeyDown(queueCommandKey);
//give orders to the units of this faction
if(!selectingBuilding){
if(selection.isUniform()){
result= commander->tryGiveCommand(&selection, activeCommandType, targetPos, targetUnit,shiftDown);
result= commander->tryGiveCommand(&selection, activeCommandType, targetPos, targetUnit,queueKeyDown);
}
else{
result= commander->tryGiveCommand(&selection, activeCommandClass, targetPos, targetUnit,shiftDown);
result= commander->tryGiveCommand(&selection, activeCommandClass, targetPos, targetUnit,queueKeyDown);
}
}
else{
//selecting building
result= commander->tryGiveCommand(selection.getFrontUnit(),
activeCommandType, posObjWorld, choosenBuildingType, selectedBuildingFacing,shiftDown);
activeCommandType, posObjWorld, choosenBuildingType, selectedBuildingFacing,queueKeyDown);
}
//graphical result