yquake2remaster/src/backends
Daniel Gibson dc155cca9c Workaround for better AZERTY-Keyboard support
The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188

As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have scancodes
which we need scancodes to identify the keys.

While at it I unified handling of SDL_KEYDOWN and SDL_KEYUP, the code
is almost identical anyway, apart from one bool argument to Key_Event().

We track this problem in #81
2016-01-30 17:46:34 +01:00
..
generic Implement gamedata loading from binary path 2015-04-11 20:11:42 +02:00
sdl Workaround for better AZERTY-Keyboard support 2016-01-30 17:46:34 +01:00
unix Change version to 5.33pre, changes for arbitrary length version strings 2015-11-01 17:15:10 +01:00
windows Windows: Use a relative path for the icon. 2015-11-04 21:08:25 +01:00