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