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; 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}, {-0.25, 0.75, 0, 1},
{0, 1, 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}, {-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 color = (num == HighlightMarker ? am->white_63 : am->blue_48);
const auto scale_x = Matrix_scale.x; 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) #if defined(DXX_BUILD_DESCENT_II)
static unsigned Marker_index; static unsigned Marker_index;
ubyte DefiningMarkerMessage=0; ubyte DefiningMarkerMessage=0;
ubyte MarkerBeingDefined; static uint8_t MarkerBeingDefined;
ubyte LastMarkerDropped; static uint8_t LastMarkerDropped;
void InitMarkerInput () void InitMarkerInput ()
{ {
@ -1495,12 +1495,6 @@ window_event_result MarkerInputMessage(int key)
{ {
switch( key ) switch( key )
{ {
case KEY_F8:
case KEY_ESC:
DefiningMarkerMessage = 0;
key_toggle_repeat(0);
game_flush_inputs();
break;
case KEY_LEFT: case KEY_LEFT:
case KEY_BACKSP: case KEY_BACKSP:
case KEY_PAD4: case KEY_PAD4:
@ -1512,6 +1506,9 @@ window_event_result MarkerInputMessage(int key)
MarkerMessage[(Player_num*2)+MarkerBeingDefined] = Marker_input; MarkerMessage[(Player_num*2)+MarkerBeingDefined] = Marker_input;
DropMarker(MarkerBeingDefined); DropMarker(MarkerBeingDefined);
LastMarkerDropped = MarkerBeingDefined; LastMarkerDropped = MarkerBeingDefined;
/* fallthrough */
case KEY_F8:
case KEY_ESC:
key_toggle_repeat(0); key_toggle_repeat(0);
game_flush_inputs(); game_flush_inputs();
DefiningMarkerMessage = 0; DefiningMarkerMessage = 0;