removed unnecessary switch-case statments from onKeyUp and onEscKey

This commit is contained in:
M. Sz 2020-12-22 14:59:15 +01:00
parent 3a5175f034
commit 0e2ca7d851
1 changed files with 10 additions and 13 deletions

View File

@ -418,11 +418,8 @@ func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool {
func (g *GameControls) OnKeyUp(event d2interface.KeyEvent) bool {
gameEvent := g.keyMap.getGameEvent(event.Key())
switch gameEvent {
case d2enum.HoldRun:
if gameEvent == d2enum.HoldRun {
g.hud.onToggleRunButton(true)
default:
return false
}
return false
@ -438,15 +435,15 @@ func (g *GameControls) onEscKey() {
escHandled = g.hasOpenPanels() || g.HelpOverlay.IsOpen() || g.hud.skillSelectMenu.IsOpen()
g.clearScreen()
switch escHandled {
case true:
if escHandled {
g.updateLayout()
case false:
if g.escapeMenu.IsOpen() {
g.escapeMenu.OnEscKey()
} else {
g.openEscMenu()
}
return
}
if g.escapeMenu.IsOpen() {
g.escapeMenu.OnEscKey()
} else {
g.openEscMenu()
}
}
@ -747,7 +744,7 @@ func (g *GameControls) updateLayout() {
g.mapRenderer.ViewportDefault()
case isRightPanelOpen:
g.mapRenderer.ViewportToLeft()
default:
case isLeftPanelOpen:
g.mapRenderer.ViewportToRight()
}
}