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hub / github.com/TurningWheel/Barony / returnToPreviousActiveModule

Method returnToPreviousActiveModule

src/player.cpp:1240–1284  ·  view source on GitHub ↗

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1238}
1239
1240bool Player::GUI_t::returnToPreviousActiveModule()
1241{
1242 if ( previousModule == MODULE_NONE )
1243 {
1244 return false;
1245 }
1246
1247 if ( player.shootmode )
1248 {
1249 // no action
1250 }
1251 else if ( previousModule == Player::GUI_t::MODULE_HOTBAR )
1252 {
1253 activateModule(MODULE_HOTBAR);
1254 player.hotbar.updateHotbar(); // simulate the slots rearranging before we try to move the mouse to it.
1255 warpControllerToModule(false);
1256 }
1257 else if ( previousModule == MODULE_INVENTORY || previousModule == MODULE_SPELLS )
1258 {
1259 if ( player.inventory_mode == INVENTORY_MODE_SPELL )
1260 {
1261 activateModule(MODULE_SPELLS);
1262 warpControllerToModule(false);
1263 }
1264 else if ( player.inventory_mode == INVENTORY_MODE_ITEM )
1265 {
1266 activateModule(MODULE_INVENTORY);
1267 warpControllerToModule(false);
1268 }
1269 }
1270 else if ( previousModule == MODULE_CHARACTERSHEET )
1271 {
1272 activateModule(MODULE_CHARACTERSHEET);
1273 //player.characterSheet.selectElement(Player::CharacterSheet_t::SHEET_OPEN_MAP, false, false);
1274 warpControllerToModule(false);
1275 }
1276 else
1277 {
1278 player.openStatusScreen(GUI_MODE_INVENTORY,
1279 INVENTORY_MODE_ITEM);
1280 }
1281
1282 previousModule = MODULE_NONE;
1283 return true;
1284}
1285
1286Player::GUI_t::GUIModules Player::GUI_t::handleModuleNavigation(bool checkDestinationOnly, bool checkLeftNavigation)
1287{

Callers 1

closeBookGUIMethod · 0.80

Calls 1

openStatusScreenMethod · 0.80

Tested by

no test coverage detected