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
This commit is contained in:
Sander van Dijk 2014-09-13 09:39:51 +00:00
parent 1c9666f049
commit d690b1e38a
3 changed files with 13 additions and 2 deletions

View File

@ -258,7 +258,7 @@ void IN_Deactivate (qboolean free_cursor)
void IN_Init (void)
{
prev_gamekey = ((key_dest == key_game && !con_forcedup) || m_keys_bind_grab);
prev_gamekey = Key_GameKey();
#if !defined(USE_SDL2)
SDL_EnableUNICODE (!prev_gamekey);
@ -352,7 +352,7 @@ void IN_ClearStates (void)
void IN_UpdateForKeydest (void)
{
gamekey = ((key_dest == key_game && !con_forcedup) || m_keys_bind_grab);
gamekey = Key_GameKey();
if (gamekey != prev_gamekey)
{
prev_gamekey = gamekey;

View File

@ -1117,6 +1117,16 @@ void Key_UpdateForDest (void)
IN_UpdateForKeydest ();
}
/*
===================
Key_GameKey
===================
*/
qboolean Key_GameKey(void)
{
return ((key_dest == key_game && !con_forcedup) || m_keys_bind_grab);
}
/*
===================
Key_ConsoleBindable

View File

@ -163,6 +163,7 @@ extern qboolean chat_team;
void Key_Init (void);
void Key_ClearStates (void);
void Key_UpdateForDest (void);
qboolean Key_GameKey (void);
qboolean Key_ConsoleBindable (int key);
void Key_Event (int key, qboolean down);