This is the first small step of my global UI refactoring. In future I'm thinking of some additional main scene modes (look mode, ability target mode, maybe more) and UI actions that require additional information from player (such as view or change inventory in new "modal" inventory scene).
Key map will be in future transformed to Key -> UIAction; our old good Action will be implicitly convertible to UIAction for sake of simplicity.
And, of course, it will be user-configurable as stated in #32.
This is the first small step of my global UI refactoring. In future I'm thinking of some additional main scene modes (look mode, ability target mode, maybe more) and UI actions that require additional information from player (such as view or change inventory in new "modal" inventory scene).
Key map will be in future transformed to
Key -> UIAction
; our old goodAction
will be implicitly convertible toUIAction
for sake of simplicity.And, of course, it will be user-configurable as stated in #32.
@Akon32, @rexim, someone, please review this.