fix: wire TOGGLE_CHARACTER_SCREEN (C) and TOGGLE_BAGS (B) keybindings

Both actions were defined in KeybindingManager but never wired to the
input handling block — C had no effect and B did nothing. Connect them:
- C toggles inventoryScreen's character panel (equipment slots view)
- B opens all separate bags, or falls back to toggling the unified view
This commit is contained in:
Kelsi 2026-03-12 12:05:05 -07:00
parent 79c0887db2
commit 562fc13a6a

View file

@ -2157,11 +2157,23 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) {
}
}
// Toggle nameplates (customizable keybinding, default V)
// Toggle character screen (C) and inventory/bags (I)
if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_CHARACTER_SCREEN)) {
inventoryScreen.toggleCharacter();
}
if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_INVENTORY)) {
inventoryScreen.toggle();
}
if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_BAGS)) {
if (inventoryScreen.isSeparateBags()) {
inventoryScreen.openAllBags();
} else {
inventoryScreen.toggle();
}
}
if (KeybindingManager::getInstance().isActionPressed(KeybindingManager::Action::TOGGLE_NAMEPLATES)) {
showNameplates_ = !showNameplates_;
}