raze-gles/source/common/console
Christoph Oelckers b4f91de7d3 - major refactoring on the input code.
* moved the ASCII conversion hackery in SDLayer to a subfunction because this made things just messy.
* integrated the keyboard callback's functionality directly into inputState for consolidation purposes. This was yet another independent layer in the keyboard management.
* hook up D_PostEvent as the central place to dispatch keyboard input. This is now the only function that is getting called from the backend and a major prerequiside for swapping out the backend for GZDoom's.

Todo: Route mouse input through that, too.
2019-11-04 00:55:49 +01:00
..
c_bind.cpp - it compiles again (safety commit) 2019-11-03 20:24:50 +01:00
c_bind.h - it compiles again (safety commit) 2019-11-03 20:24:50 +01:00
c_commandline.cpp - added ZDoom's keybinding class and some needed support code. 2019-11-03 18:19:29 +01:00
c_commandline.h - added ZDoom's keybinding class and some needed support code. 2019-11-03 18:19:29 +01:00
c_console.h - added back ZDoom's CVAR code and hooked into the OSD. 2019-10-21 22:39:26 +02:00
c_cvars.cpp - fixed CVAR saving. 2019-11-02 21:21:48 +01:00
c_cvars.h - transitioned the combat macros to the new config and made them independent for all games, so that everything can use the original text. (But considering that they are a multiplayer feature I'm not sure how much that is worth.) 2019-10-27 08:14:58 +01:00
d_event.cpp - major refactoring on the input code. 2019-11-04 00:55:49 +01:00
d_event.h - moved all keyboard related code into the InputState class, so that looking for this stuff is easier. 2019-11-04 00:53:55 +01:00
d_gui.h - added ZDoom's keybinding class and some needed support code. 2019-11-03 18:19:29 +01:00
keydef.h - it compiles again (safety commit) 2019-11-03 20:24:50 +01:00