Rather than greatly complicating the user interface (and code) for defining
custom keys to include a 'global' section, I've just re-added the P key in a hard-coded manner. If the P key is pressed, the puzzle isn't already paused, and the user has not redefined P to perform some other command in the puzzle, it will pause. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3279 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -938,9 +938,15 @@ public abstract class PuzzleController extends GameController
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protected KeyListener _globalKeyListener = new KeyAdapter() {
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protected KeyListener _globalKeyListener = new KeyAdapter() {
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public void keyReleased (KeyEvent e)
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public void keyReleased (KeyEvent e)
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{
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{
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if (e.getKeyCode() == KeyEvent.VK_ESCAPE) {
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int keycode = e.getKeyCode();
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if (keycode == KeyEvent.VK_ESCAPE) {
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// toggle pausyness, my pussycat
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// toggle pausyness, my pussycat
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setChatting(!isChatting());
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setChatting(!isChatting());
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} else if (keycode == KeyEvent.VK_P && !isChatting() &&
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!_panel._xlate.hasCommand(KeyEvent.VK_P)) {
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// if they hit the P key while puzzling, pause
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setChatting(true);
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}
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}
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}
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}
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};
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};
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