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https://github.com/id-Software/DOOM-3-BFG.git
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Sys_GetEvent() * renamed res_none to no_more_events, because that's what the caller assumes when getting that event * don't return res_none on unhandled events, instead get the next event until there is a handled event or no more events (=> if -> while, return res_none -> continue) * Mapping to Doom3 keynum handled differently for SDL1 vs SDL2, see below For SDL2 we don't use SDL_KeyToDoom3Key on the keysym anymore, but map the SDL2 scancode to Doom3/Direct-Input scancodes instead (the keynum_t K_* constants are really used as scancodes!). This mapping is done in sdl2_scancode_mappings.h scancodeToKeyNum[]. In sdl_events.cpp there are static SDLScanCodeToKeyNum() and KeyNumToSDLScanCode() functions that use this scancodeToKeyNum[] array. Sys_GetKeyName() now does something sensible for SDL2 by using KeyNumToSDLScanCode() This is also used to implement idKeyInput::LocalizedKeyName() for SDL-targets (for SDL1.2 the behavior doesn't change much, though, as it doesn't have consistent scancodes - Sys_GetKeyName() will just return NULL and idKeyInput::LocalizedKeyName() will fall back to the old default) |
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sdl2_scancode_mappings.h | ||
sdl_cpu.cpp | ||
sdl_events.cpp | ||
sdl_glimp.cpp | ||
sdl_local.h |