DirectInput replaced with SDL's input routines. Keyboard works, but joystick and pump are untested.

This commit is contained in:
Chris Danford
2002-11-29 20:37:12 +00:00
parent 529057a85e
commit 4a588230e1
14 changed files with 504 additions and 837 deletions
+5 -5
View File
@@ -83,14 +83,14 @@ void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType ty
switch( DeviceI.button )
{
case DIK_ESCAPE:
case SDLK_ESCAPE:
m_bCancelled = true;
MenuStart(PLAYER_1);
break;
case DIK_RETURN:
case SDLK_RETURN:
MenuStart(PLAYER_1);
break;
case DIK_BACK:
case SDLK_BACKSPACE:
m_sAnswer = m_sAnswer.Left( max(0,m_sAnswer.GetLength()-1) );
m_textAnswer.SetText( m_sAnswer );
break;
@@ -99,8 +99,8 @@ void ScreenTextEntry::Input( const DeviceInput& DeviceI, const InputEventType ty
c = DeviceI.ToChar();
bool bHoldingShift =
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, DIK_RSHIFT));
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RSHIFT));
// International keyboards often have other keys mapped to shifted keys, and always
// using a US layout is a bit gimped. This is better than nothing though.