logout works
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1bb89e053a
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@ -1,3 +1,11 @@
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function Game.createMainInterface()
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gameUi = loadUI('/game/ui/gameinterface.otui', UI.root)
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end
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end
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function Game.onLogin()
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end
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function Game.onLogout()
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end
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@ -9,4 +9,5 @@ UIWidget
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Button
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anchors.left: gameMap.right
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anchors.top: parent.top
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text: Logout
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text: Logout
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onClick: Game.logout()
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@ -157,7 +157,17 @@ namespace Fw
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KeyF9 = 137,
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KeyF10 = 138,
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KeyF11 = 139,
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KeyF12 = 140
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KeyF12 = 140,
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KeyNumpad0 = 141,
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KeyNumpad1 = 142,
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KeyNumpad2 = 143,
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KeyNumpad3 = 144,
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KeyNumpad4 = 145,
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KeyNumpad5 = 146,
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KeyNumpad6 = 147,
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KeyNumpad7 = 148,
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KeyNumpad8 = 149,
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KeyNumpad9 = 150
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};
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enum LogLevel {
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@ -40,8 +40,10 @@ void ModuleManager::discoverAndLoadModules()
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// auto load modules
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for(const ModulePtr& module : m_modules) {
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if(!module->isLoaded() && module->autoLoad())
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module->load();
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if(!module->isLoaded() && module->autoLoad()) {
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if(!module->load())
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logFatal("cannot continue to run");
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}
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}
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}
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@ -202,6 +202,19 @@ void Platform::init(PlatformListener* platformListener, const char *appName)
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x11.keyMap[XK_KP_Enter] = Fw::KeyEnter;
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// keypad with numlock off
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x11.keyMap[XK_KP_Insert] = Fw::KeyNumpad0;
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x11.keyMap[XK_KP_End] = Fw::KeyNumpad1;
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x11.keyMap[XK_KP_Down] = Fw::KeyNumpad2;
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x11.keyMap[XK_KP_Page_Down] = Fw::KeyNumpad3;
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x11.keyMap[XK_KP_Left] = Fw::KeyNumpad4;
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x11.keyMap[XK_KP_Begin] = Fw::KeyNumpad5;
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x11.keyMap[XK_KP_Right] = Fw::KeyNumpad6;
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x11.keyMap[XK_KP_Home] = Fw::KeyNumpad7;
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x11.keyMap[XK_KP_Up] = Fw::KeyNumpad8;
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x11.keyMap[XK_KP_Page_Up] = Fw::KeyNumpad9;
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x11.keyMap[XK_KP_Delete] = Fw::KeyDelete;
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/*
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x11.keyMap[XK_KP_Up] = Fw::KeyUp;
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x11.keyMap[XK_KP_Down] = Fw::KeyDown;
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x11.keyMap[XK_KP_Left] = Fw::KeyLeft;
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@ -212,6 +225,7 @@ void Platform::init(PlatformListener* platformListener, const char *appName)
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x11.keyMap[XK_KP_End] = Fw::KeyEnd;
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x11.keyMap[XK_KP_Insert] = Fw::KeyInsert;
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x11.keyMap[XK_KP_Delete] = Fw::KeyDelete;
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*/
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// keypad with numlock on
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x11.keyMap[XK_KP_0] = Fw::Key0;
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@ -46,6 +46,7 @@ void OTClient::registerLuaFunctions()
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g_lua.registerClass<Game>();
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g_lua.bindClassStaticFunction<Game>("loginWorld", std::bind(&Game::loginWorld, &g_game, _1, _2, _3, _4, _5));
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g_lua.bindClassStaticFunction<Game>("logout", std::bind(&Game::logout, &g_game));
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g_lua.registerClass<UIMap, UIWidget>();
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g_lua.bindClassStaticFunction<UIMap>("create", &UIWidget::create<UIMap>);
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@ -40,30 +40,30 @@ void UIMap::render()
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bool UIMap::onKeyPress(uchar keyCode, char keyChar, int keyboardModifiers)
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{
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if(keyboardModifiers == Fw::KeyboardNoModifier) {
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if(keyCode == Fw::KeyUp) {
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if(keyCode == Fw::KeyUp || keyCode == Fw::KeyNumpad8) {
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g_game.walk(Otc::North);
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return true;
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} else if(keyCode == Fw::KeyRight) {
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} else if(keyCode == Fw::KeyRight || keyCode == Fw::KeyNumpad6) {
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g_game.walk(Otc::East);
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return true;
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} else if(keyCode == Fw::KeyDown) {
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} else if(keyCode == Fw::KeyDown || keyCode == Fw::KeyNumpad2) {
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g_game.walk(Otc::South);
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return true;
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} else if(keyCode == Fw::KeyLeft) {
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} else if(keyCode == Fw::KeyLeft || keyCode == Fw::KeyNumpad4) {
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g_game.walk(Otc::West);
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return true;
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}
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} else if(keyboardModifiers == Fw::KeyboardCtrlModifier) {
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if(keyCode == Fw::KeyUp) {
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if(keyCode == Fw::KeyUp || keyCode == Fw::KeyNumpad8) {
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g_game.turn(Otc::North);
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return true;
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} else if(keyCode == Fw::KeyRight) {
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} else if(keyCode == Fw::KeyRight || keyCode == Fw::KeyNumpad6) {
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g_game.turn(Otc::East);
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return true;
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} else if(keyCode == Fw::KeyDown) {
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} else if(keyCode == Fw::KeyDown || keyCode == Fw::KeyNumpad2) {
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g_game.turn(Otc::South);
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return true;
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} else if(keyCode == Fw::KeyLeft) {
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} else if(keyCode == Fw::KeyLeft || keyCode == Fw::KeyNumpad4) {
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g_game.turn(Otc::West);
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return true;
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}
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