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If in_ignoreConsoleKey is set, the console can only be opened with Shift+Esc, not `/^/whatever, so you can easily type whatever character is on your "console key" into the game, or even bind that key. Otherwise, with SDL2, that key (KEY_SCANCODE_GRAVE) always generates the newly added K_CONSOLE. in_kbd has a new (SDL2-only) "auto" mode which tries to detect the keyboard layout based on SDL_GetKeyFromScancode( SDL_SCANCODE_GRAVE ). Wherever Sys_GetConsoleKey() is called, I now take the current state of Shift into account, so we don't discard more chars than necessary, esp. when they keyboard-layout (in_kbd) is *not* correctly set. (TBH the only reason besides SDL1.2 to keep in_kbd around is to ignore the char generated by the "console key" in the console..) |
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.. | ||
aros | ||
cmake | ||
linux | ||
osx | ||
posix | ||
stub | ||
win32 | ||
cpu.cpp | ||
doom_icon.h | ||
events.cpp | ||
glimp.cpp | ||
platform.h | ||
sys_local.cpp | ||
sys_local.h | ||
sys_public.h | ||
threads.cpp |