From 562fc13a6a0f48e7490808b8328a8d2e61746693 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Thu, 12 Mar 2026 12:05:05 -0700 Subject: [PATCH] fix: wire TOGGLE_CHARACTER_SCREEN (C) and TOGGLE_BAGS (B) keybindings MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- src/ui/game_screen.cpp | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index a31d8fa1..33e78f25 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -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_; }