This is a subset of csqc, with alternative entry points that can be invoked by compat wrappers.
Also added sv_gameplayfix_setmodelrealbox cvar. Default value of 1 matches QuakeSpasm, whereas a value of 0 matches vanilla quake's behaviour.
Before, "gamekey" was the special case, now "textmode" is. We are now more precise about when we activate "textmode", e.g. we only do this when the console, messagemode, or a textfield in the menu are active. The trigger for doing this was this line on the "SDL_StartTextInput" page of the SDL2 wiki: "On some platforms using this function activates the screen keyboard.". Although we currenly support no such platform, it's good te be prepared, and what we do now is more correct anyway.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1066 af15c1b1-3010-417e-b628-4374ebc0bcbd
key_dest changes matter to the keyboard driver, e.g. sending KP_
key decisions, or SDL unicode stuff. we run it every frame either
before Sys_SendKeyEvents() or from within Key_ForceDest() for now.
(merged from uhexen2.)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@773 af15c1b1-3010-417e-b628-4374ebc0bcbd
and dead key support to the console, thanks to Sander van Dijk.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@524 af15c1b1-3010-417e-b628-4374ebc0bcbd
Key_Map() prototypes. Made Key_Map() to accept void* argument instead of
SDL_KeyboardEvent* so that the code can compile even without SDL.
* in_sdl.c (Key_Map): Adjusted for argument type change with proper cast
to SDL_KeyboardEvent*. The assembler output is the same as before.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@194 af15c1b1-3010-417e-b628-4374ebc0bcbd
made key_map[] static to in_sdl.c. moved the relevant prototypes to
input.h for SDL builds only.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@144 af15c1b1-3010-417e-b628-4374ebc0bcbd