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input: Add a function Key_GameKey to separate the input driver layer a bit more.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1029 af15c1b1-3010-417e-b628-4374ebc0bcbd
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1c9666f049
commit
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3 changed files with 13 additions and 2 deletions
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@ -258,7 +258,7 @@ void IN_Deactivate (qboolean free_cursor)
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void IN_Init (void)
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{
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prev_gamekey = ((key_dest == key_game && !con_forcedup) || m_keys_bind_grab);
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prev_gamekey = Key_GameKey();
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#if !defined(USE_SDL2)
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SDL_EnableUNICODE (!prev_gamekey);
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@ -352,7 +352,7 @@ void IN_ClearStates (void)
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void IN_UpdateForKeydest (void)
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{
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gamekey = ((key_dest == key_game && !con_forcedup) || m_keys_bind_grab);
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gamekey = Key_GameKey();
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if (gamekey != prev_gamekey)
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{
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prev_gamekey = gamekey;
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10
Quake/keys.c
10
Quake/keys.c
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@ -1117,6 +1117,16 @@ void Key_UpdateForDest (void)
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IN_UpdateForKeydest ();
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}
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/*
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===================
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Key_GameKey
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===================
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*/
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qboolean Key_GameKey(void)
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{
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return ((key_dest == key_game && !con_forcedup) || m_keys_bind_grab);
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}
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/*
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===================
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Key_ConsoleBindable
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@ -163,6 +163,7 @@ extern qboolean chat_team;
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void Key_Init (void);
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void Key_ClearStates (void);
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void Key_UpdateForDest (void);
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qboolean Key_GameKey (void);
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qboolean Key_ConsoleBindable (int key);
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void Key_Event (int key, qboolean down);
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