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Now the user can 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. |
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