unknown-horizons/unknown-horizons — pull request #1977 by squiddy (2012-12-19 10:18:41+00:00)
Title: Editor Ingame-GUI & Hotkey-Handling

**Again, just for discussion.** I want to see if we can agree on the direction I'm taking here.

Our editor has very different GUI requirements compared to a normal game. Right now, we're removing all elements we don't need once the `IngameGui` has been set up. Most hotkeys aren't useful in the editor as well, e.g. to show the logbook.

Here I'm exploring the possibility of using a completely separate `IngameGui` implementation for the editor:

* no cluttering of the sp/mp `IngameGui`
* easier extensibility
* provide a small example for the gui architecture using windows

This can also help fixing these editor bugs:

* #1933 show only relevant gui elements
* #1934 disable irrelevant keys

To handle keys differently in-game and in the editor, I've moved the key handling from the `IngameKeyListener` to the `IngameGui`. We need a clean way to pass the information of which gui to use to the session, perhaps with the help of `StartGameOptions`?!

/cc @unknown-horizons/core-programmers