Add keybind to swap items between hands

This commit is contained in:
Elias Fleckenstein 2022-07-24 01:05:31 +02:00 committed by Andrey2470T
parent 9e45cc0fd9
commit a71d47edb6
6 changed files with 48 additions and 0 deletions

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@ -2401,6 +2401,10 @@ keymap_screenshot (Screenshot) key KEY_F12
# Key for dropping the currently selected item.
keymap_drop (Drop item key) key KEY_KEY_Q
# Key for swapping items between main hand and offhand.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_swap_offhand (Swap hand items) key KEY_KEY_F
# Key to use view zoom when possible.
keymap_zoom (View zoom key) key KEY_KEY_Z

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@ -727,6 +727,7 @@ protected:
void processItemSelection(u16 *new_playeritem);
void dropSelectedItem(bool single_item = false);
void swapOffhand();
void openInventory();
void openConsole(float scale, const wchar_t *line=NULL);
void toggleFreeMove();
@ -2037,6 +2038,8 @@ void Game::processKeyInput()
{
if (wasKeyDown(KeyType::DROP)) {
dropSelectedItem(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::SWAP_OFFHAND)) {
swapOffhand();
} else if (wasKeyDown(KeyType::AUTOFORWARD)) {
toggleAutoforward();
} else if (wasKeyDown(KeyType::BACKWARD)) {
@ -2216,6 +2219,34 @@ void Game::dropSelectedItem(bool single_item)
}
void Game::swapOffhand()
{
IMoveAction *a = new IMoveAction();
a->count = 0;
a->from_inv.setCurrentPlayer();
a->from_list = "main";
a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
a->to_inv.setCurrentPlayer();
a->to_list = "offhand";
a->to_i = 0;
ItemStack selected;
client->getEnv().getLocalPlayer()->getWieldedItem(&selected, nullptr);
if (selected.name == "") {
auto tmp_list = a->from_list;
auto tmp_i = a->from_i;
a->from_list = a->to_list;
a->from_i = a->to_i;
a->to_list = tmp_list;
a->to_i = tmp_i;
}
client->inventoryAction(a);
}
void Game::openInventory()
{
/*
@ -4200,6 +4231,14 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
runData.damage_flash -= 384.0f * dtime;
}
/*
==================== End scene ====================
*/
driver->endScene();
stats->drawtime = tt_draw.stop(true);
g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
}

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@ -44,6 +44,7 @@ void KeyCache::populate()
key[KeyType::AUTOFORWARD] = getKeySetting("keymap_autoforward");
key[KeyType::DROP] = getKeySetting("keymap_drop");
key[KeyType::SWAP_OFFHAND] = getKeySetting("keymap_swap_offhand");
key[KeyType::INVENTORY] = getKeySetting("keymap_inventory");
key[KeyType::CHAT] = getKeySetting("keymap_chat");
key[KeyType::CMD] = getKeySetting("keymap_cmd");

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@ -42,6 +42,7 @@ public:
// Other
DROP,
SWAP_OFFHAND,
INVENTORY,
CHAT,
CMD,

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@ -86,6 +86,7 @@ void set_default_settings()
settings->setDefault("keymap_dig", "KEY_LBUTTON");
settings->setDefault("keymap_place", "KEY_RBUTTON");
settings->setDefault("keymap_drop", "KEY_KEY_Q");
settings->setDefault("keymap_swap_offhand", "KEY_KEY_F");
settings->setDefault("keymap_zoom", "KEY_KEY_Z");
settings->setDefault("keymap_inventory", "KEY_KEY_I");
settings->setDefault("keymap_aux1", "KEY_KEY_E");

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@ -58,6 +58,7 @@ enum
GUI_ID_KEY_CONSOLE_BUTTON,
GUI_ID_KEY_SNEAK_BUTTON,
GUI_ID_KEY_DROP_BUTTON,
GUI_ID_KEY_SWAP_OFFHAND_BUTTON,
GUI_ID_KEY_INVENTORY_BUTTON,
GUI_ID_KEY_HOTBAR_PREV_BUTTON,
GUI_ID_KEY_HOTBAR_NEXT_BUTTON,
@ -391,6 +392,7 @@ void GUIKeyChangeMenu::init_keys()
this->add_key(GUI_ID_KEY_JUMP_BUTTON, wstrgettext("Jump"), "keymap_jump");
this->add_key(GUI_ID_KEY_SNEAK_BUTTON, wstrgettext("Sneak"), "keymap_sneak");
this->add_key(GUI_ID_KEY_DROP_BUTTON, wstrgettext("Drop"), "keymap_drop");
this->add_key(GUI_ID_KEY_SWAP_OFFHAND_BUTTON, wstrgettext("Swap hand items"), "keymap_swap_offhand");
this->add_key(GUI_ID_KEY_INVENTORY_BUTTON, wstrgettext("Inventory"), "keymap_inventory");
this->add_key(GUI_ID_KEY_HOTBAR_PREV_BUTTON, wstrgettext("Prev. item"), "keymap_hotbar_previous");
this->add_key(GUI_ID_KEY_HOTBAR_NEXT_BUTTON, wstrgettext("Next item"), "keymap_hotbar_next");