mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-25 13:51:36 +00:00
29 lines
1.2 KiB
Text
29 lines
1.2 KiB
Text
|
//unfortunately, have to wrap the docs in a C comment for doxygen
|
||
|
// vim:tw=74:formatoptions-=l
|
||
|
/**
|
||
|
\page imt Input Mapping Table
|
||
|
|
||
|
The user can now create and destroy IMTs at will, though currently
|
||
|
destroying IMTs is currently all or nothing (imt_drop_all).
|
||
|
|
||
|
An IMT is created via imt_create which takes the keydest name (key_game
|
||
|
etc), the name of the IMT (must be unique for all IMTs) and optionally the
|
||
|
name of the IMT to which the key binding search will fall back if there is
|
||
|
no binding in the current IMT, but must be already defined and on the same
|
||
|
keydest. This means that IMTs now have user determined fallback paths. The
|
||
|
requirements for the fallback IMT prevent loops and other weird behaviour.
|
||
|
|
||
|
Actual key binding via in_bind is unaffected. This is why the IMT name must
|
||
|
be unique across all IMTs.
|
||
|
|
||
|
The "imt" command works with the key_game keydest, but imt_keydest is
|
||
|
provided for specifying the active IMT for a specific keydest.
|
||
|
|
||
|
At startup, default IMTs are setup to emulate the previous static IMTs so
|
||
|
old configs will continue to work (mostly). New config files will be
|
||
|
written with commands to drop all of the current IMTs and build new ones,
|
||
|
with the bindings and active IMT set as well.
|
||
|
|
||
|
|
||
|
*/
|