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Rename CVARs
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parent
2f59b84460
commit
bd3e1d37e6
7 changed files with 34 additions and 34 deletions
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@ -1259,8 +1259,8 @@ boolean CON_Responder(event_t *ev)
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return true;
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}
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#ifdef HAVE_TEXTINPUT
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if (!cv_textinput.value)
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#ifdef TEXTINPUTEVENTS
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if (!cv_keyboardlocale.value)
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#endif
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{
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// allow people to use keypad in console (good for typing IP addresses) - Calum
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@ -817,20 +817,20 @@ void D_RegisterClientCommands(void)
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CV_RegisterVar(&cv_joyscale);
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CV_RegisterVar(&cv_joyscale2);
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// * cv_textinput allows "text input" events from SDL,
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// so that console and chat is guaranteed to use
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// the player's keyboard locale reliably
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// * When disabled, the game will fallback to using
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// keycode events, still following the player's locale
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// * If cv_keyboardlocale is disabled, input will default
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// to using the US keyboard layout
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// * cv_forceqwerty forces a QWERTY layout, but only
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// if text input events are disabled
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// * cv_keyboardlocale uses text input events from the interface,
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// so that the console, chat, and menu are guaranteed to
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// use the player's keyboard locale.
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// * If cv_usekeycodes is enabled, but cv_keyboardlocale is enabled,
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// the game will use keycode events.
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// * If cv_keyboardlocale is disabled, and cv_usekeycodes is disabled,
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// the game will use scancode events.
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// * cv_forceqwerty forces a QWERTY layout,
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// if cv_keyboardlocale is disabled, and cv_usekeycodes is enabled.
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#ifdef HAVE_TEXTINPUT
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CV_RegisterVar (&cv_textinput);
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#endif
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#ifdef TEXTINPUTEVENTS
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CV_RegisterVar (&cv_keyboardlocale);
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#endif
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CV_RegisterVar (&cv_usekeycodes);
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CV_RegisterVar (&cv_forceqwerty);
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// Analog Control
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@ -629,7 +629,7 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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#define SECTORSPECIALSAFTERTHINK
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/// Text input events
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#define HAVE_TEXTINPUT
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#define TEXTINPUTEVENTS
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/// Sprite rotation
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#define ROTSPRITE
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@ -25,10 +25,10 @@ static CV_PossibleValue_t keyboardlocale_cons_t[] = {
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{2, "Only in text fields"},
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{0, NULL}};
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#ifdef HAVE_TEXTINPUT
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consvar_t cv_textinput = CVAR_INIT ("textinput", "On", CV_SAVE, CV_OnOff, NULL);
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#ifdef TEXTINPUTEVENTS
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consvar_t cv_keyboardlocale = CVAR_INIT ("keyboardlocale", "On", CV_SAVE, CV_OnOff, NULL);
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#endif
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consvar_t cv_keyboardlocale = CVAR_INIT ("keyboardlocale", "Off", CV_SAVE, keyboardlocale_cons_t, NULL);
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consvar_t cv_usekeycodes = CVAR_INIT ("usekeycodes", "Off", CV_SAVE, keyboardlocale_cons_t, NULL);
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consvar_t cv_forceqwerty = CVAR_INIT ("forceqwerty", "Off", CV_SAVE, CV_OnOff, NULL);
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#define MAXMOUSESENSITIVITY 100 // sensitivity steps
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@ -111,10 +111,10 @@ typedef enum
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num_gamecontrolschemes
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} gamecontrolschemes_e;
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#ifdef HAVE_TEXTINPUT
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extern consvar_t cv_textinput;
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#endif
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#ifdef TEXTINPUTEVENTS
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extern consvar_t cv_keyboardlocale;
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#endif
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extern consvar_t cv_usekeycodes;
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extern consvar_t cv_forceqwerty;
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// mouse values are used once
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@ -1167,8 +1167,8 @@ boolean HU_Responder(event_t *ev)
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c = (INT32)ev->data1;
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#ifdef HAVE_TEXTINPUT
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if (!cv_textinput.value)
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#ifdef TEXTINPUTEVENTS
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if (!cv_keyboardlocale.value)
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#endif
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{
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// I know this looks very messy but this works. If it ain't broke, don't fix it!
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@ -278,13 +278,13 @@ static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Keysym keysym, Uint32 type)
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SDL_Keycode keycode = keysym.sym;
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boolean useqwerty = true;
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boolean uselocale = (!!cv_keyboardlocale.value);
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boolean uselocale = (!!cv_usekeycodes.value);
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#ifdef HAVE_TEXTINPUT
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if (cv_textinput.value)
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#ifdef TEXTINPUTEVENTS
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if (cv_keyboardlocale.value)
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uselocale = true;
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#else
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if (cv_keyboardlocale.value == 2
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if (cv_usekeycodes.value == 2
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&& !(CON_AcceptInput() || M_TextInput() || HU_ChatActive()))
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uselocale = false;
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#endif
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@ -338,8 +338,8 @@ static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Keysym keysym, Uint32 type)
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// Send key up events to avoid stuck movement keys
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if (type != SDL_KEYUP && (!ctrldown))
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{
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#ifdef HAVE_TEXTINPUT
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if (cv_textinput.value)
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#ifdef TEXTINPUTEVENTS
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if (cv_keyboardlocale.value)
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{
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// console input
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if (CON_AcceptInput())
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@ -476,11 +476,11 @@ static INT32 Impl_SDL_Scancode_To_Keycode(SDL_Keysym keysym, Uint32 type)
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return KEY_F1 + (scancode - SDL_SCANCODE_F1);
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}
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#ifdef HAVE_TEXTINPUT
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#ifdef TEXTINPUTEVENTS
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// Send key up events to avoid stuck movement keys
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if (type != SDL_KEYUP && (!ctrldown))
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{
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if (cv_textinput.value)
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if (cv_keyboardlocale.value)
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{
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// console input
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if (CON_AcceptInput())
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@ -842,12 +842,12 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
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if (event.data1) D_PostEvent(&event);
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}
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#ifdef HAVE_TEXTINPUT
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#ifdef TEXTINPUTEVENTS
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static void Impl_HandleTextInputEvent(char *text)
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{
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event_t event;
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if (!cv_textinput.value)
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if (!cv_keyboardlocale.value)
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return;
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if (!(CON_AcceptInput() // console input
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@ -1112,7 +1112,7 @@ void I_GetEvent(void)
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case SDL_KEYDOWN:
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Impl_HandleKeyboardEvent(evt.key, evt.type);
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break;
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#ifdef HAVE_TEXTINPUT
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#ifdef TEXTINPUTEVENTS
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case SDL_TEXTINPUT:
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Impl_HandleTextInputEvent(evt.text.text);
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break;
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