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added a simple printing of the key/button pressed (#567)
added a simple helper print method to know what key/button is being pressed, controlled via a bool cvar "in_namePressed" 1 or 0. I tested it and it works with keyboard, mouse and gamepad.
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2 changed files with 19 additions and 0 deletions
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@ -196,6 +196,8 @@ static const keyname_t keynames[] =
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{NULL, 0, NULL}
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};
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idCVar in_namePressed( "in_namePressed", "0", CVAR_BOOL|CVAR_SYSTEM, "print the name of the key/button pressed" );
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static const int MAX_KEYS = K_LAST_KEY+1; // DG: was 256, made it more flexible
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class idKey {
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@ -758,6 +760,10 @@ Called by the system for both key up and key down events
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void idKeyInput::PreliminaryKeyEvent( int keynum, bool down ) {
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keys[keynum].down = down;
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if( cvarSystem->GetCVarBool( "in_namePressed") ) {
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KeyReveal( keynum );
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}
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#ifdef ID_DOOM_LEGACY
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if ( down && keynum < 127 ) { // DG: only ASCII keys are of interest here
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lastKeys[ 0 + ( lastKeyIndex & 15 )] = keynum;
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@ -775,6 +781,18 @@ void idKeyInput::PreliminaryKeyEvent( int keynum, bool down ) {
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#endif
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}
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/*
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===================
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idKeyInput::KeyReveal
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simple print in the console the name of the key pressed
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===================
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*/
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void idKeyInput::KeyReveal( int keyNum ) {
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const char* keyName = KeyNumToString( keyNum, false );
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common->Printf( "pressed the \"%s\" key.\n", keyName );
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}
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/*
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=================
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idKeyInput::ExecKeyBinding
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@ -312,6 +312,7 @@ public:
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static const char * BindingFromKey( const char *key );
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static bool KeyIsBoundTo( int keyNum, const char *binding );
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static void WriteBindings( idFile *f );
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static void KeyReveal( int keyNum );
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};
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#endif /* !__KEYINPUT_H__ */
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