Use fallthrough for abandoning marker input

This commit is contained in:
Kp 2016-07-15 03:43:04 +00:00
parent 674a9213f8
commit 5963ff747b

View file

@ -273,7 +273,7 @@ static void DrawMarkerNumber(const automap *am, unsigned num, const g3s_point &B
{
float x0, y0, x1, y1;
};
static const array<array<xy, 5>, 9> sArray = {{
static constexpr array<array<xy, 5>, 9> sArray = {{
{{
{-0.25, 0.75, 0, 1},
{0, 1, 0, -1},
@ -329,7 +329,7 @@ static void DrawMarkerNumber(const automap *am, unsigned num, const g3s_point &B
{-1, 0, -1, 1},
}}
}};
static const array<uint_fast8_t, 9> NumOfPoints = {{3, 5, 4, 3, 5, 5, 2, 5, 4}};
static constexpr array<uint_fast8_t, 9> NumOfPoints = {{3, 5, 4, 3, 5, 5, 2, 5, 4}};
const auto color = (num == HighlightMarker ? am->white_63 : am->blue_48);
const auto scale_x = Matrix_scale.x;
@ -1454,8 +1454,8 @@ void automap_build_edge_list(automap *am, int add_all_edges)
#if defined(DXX_BUILD_DESCENT_II)
static unsigned Marker_index;
ubyte DefiningMarkerMessage=0;
ubyte MarkerBeingDefined;
ubyte LastMarkerDropped;
static uint8_t MarkerBeingDefined;
static uint8_t LastMarkerDropped;
void InitMarkerInput ()
{
@ -1495,12 +1495,6 @@ window_event_result MarkerInputMessage(int key)
{
switch( key )
{
case KEY_F8:
case KEY_ESC:
DefiningMarkerMessage = 0;
key_toggle_repeat(0);
game_flush_inputs();
break;
case KEY_LEFT:
case KEY_BACKSP:
case KEY_PAD4:
@ -1512,6 +1506,9 @@ window_event_result MarkerInputMessage(int key)
MarkerMessage[(Player_num*2)+MarkerBeingDefined] = Marker_input;
DropMarker(MarkerBeingDefined);
LastMarkerDropped = MarkerBeingDefined;
/* fallthrough */
case KEY_F8:
case KEY_ESC:
key_toggle_repeat(0);
game_flush_inputs();
DefiningMarkerMessage = 0;