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in_namePressed: Only print key name on down events; document it
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2 changed files with 7 additions and 4 deletions
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@ -159,6 +159,9 @@ This can be configured with the following CVars:
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from the OS like Alt-Tab or Windows Key won't work and thus not accidentally interrupt your playing.
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Defaults to `0`.
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- `in_namePressed` if set to `1`, the currently pressed key/button (on keyboard/mouse/gamepad)
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is printed to the console - useful when setting key-bindings in the console or a config. Default is `0`.
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- `in_kbd` allows you to set your keyboard layout so the console key works better. Mostly useful with SDL1.2
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- `in_tty` tab completion and history for input from the **terminal** (on Unix-likes, like Linux, macOS, BSD, ...)
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@ -760,8 +760,8 @@ 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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if( down && in_namePressed.GetBool() ) {
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KeyReveal( keynum );
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}
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#ifdef ID_DOOM_LEGACY
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@ -789,8 +789,8 @@ 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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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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