Remove some useless code
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@ -54,21 +54,21 @@ namespace GUIEngine
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/** \brief Returns the widget currently focused by given player, or NULL if none.
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/** \brief Returns the widget currently focused by given player, or NULL if none.
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* \note Do NOT use irrLicht's GUI focus facilities; it's too limited for our
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* \note Do NOT use irrLicht's GUI focus facilities; it's too limited for our
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* needs, so we use ours. (i.e. always call these functions are never those
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* needs, so we use ours. (i.e. always call these functions, never those
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* in IGUIEnvironment)
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* in IGUIEnvironment)
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*/
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*/
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Widget* getFocusForPlayer(const unsigned int playerID);
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Widget* getFocusForPlayer(const unsigned int playerID);
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/** \brief Focuses nothing for given player (removes any selection for this player).
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/** \brief Focuses nothing for given player (removes any selection for this player).
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* \note Do NOT use irrLicht's GUI focus facilities; it's too limited for our
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* \note Do NOT use irrLicht's GUI focus facilities; it's too limited for our
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* needs, so we use ours. (i.e. always call these functions are never those
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* needs, so we use ours. (i.e. always call these functions, never those
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* in IGUIEnvironment)
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* in IGUIEnvironment)
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*/
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*/
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void focusNothingForPlayer(const unsigned int playerID);
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void focusNothingForPlayer(const unsigned int playerID);
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/** \brief Returns whether given the widget is currently focused by given player.
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/** \brief Returns whether given the widget is currently focused by given player.
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* \note Do NOT use irrLicht's GUI focus facilities; it's too limited for our
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* \note Do NOT use irrLicht's GUI focus facilities; it's too limited for our
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* needs, so we use ours. (i.e. always call these functions are never those
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* needs, so we use ours. (i.e. always call these functions, never those
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* in IGUIEnvironment)
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* in IGUIEnvironment)
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*/
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*/
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bool isFocusedForPlayer(const Widget*w, const unsigned int playerID);
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bool isFocusedForPlayer(const Widget*w, const unsigned int playerID);
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@ -914,10 +914,7 @@ EventPropagation EventHandler::onGUIEvent(const SEvent& event)
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if (ribbon == NULL) break;
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if (ribbon == NULL) break;
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// give the mouse "game master" priviledges
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// give the mouse "game master" priviledges
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const int playerID = PLAYER_ID_GAME_MASTER; //input_manager->getPlayerKeyboardID();
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const int playerID = PLAYER_ID_GAME_MASTER;
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if (playerID == -1) break;
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if (input_manager->masterPlayerOnly() && playerID != PLAYER_ID_GAME_MASTER) break;
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ribbon->mouseHovered(w, playerID);
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ribbon->mouseHovered(w, playerID);
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if (ribbon->m_event_handler != NULL) ribbon->m_event_handler->mouseHovered(w, playerID);
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if (ribbon->m_event_handler != NULL) ribbon->m_event_handler->mouseHovered(w, playerID);
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@ -927,9 +924,7 @@ EventPropagation EventHandler::onGUIEvent(const SEvent& event)
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{
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{
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// focus on hover for other widgets
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// focus on hover for other widgets
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// give the mouse "game master" priviledges
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// give the mouse "game master" priviledges
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const int playerID = PLAYER_ID_GAME_MASTER; //input_manager->getPlayerKeyboardID();
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const int playerID = PLAYER_ID_GAME_MASTER;
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if (input_manager->masterPlayerOnly() && playerID != PLAYER_ID_GAME_MASTER) break;
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if (playerID != -1)
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{
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{
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// lists don't like that combined with scrollbars
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// lists don't like that combined with scrollbars
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// (FIXME: find why instead of working around)
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// (FIXME: find why instead of working around)
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