fix ToChar
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@@ -271,6 +271,8 @@ bool DeviceInput::fromString( const CString &s )
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return true;
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return true;
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}
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}
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#if 0
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/* FIXME: The main font doesn't have '`' (0x29), so that's disabled. */
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/* FIXME: The main font doesn't have '`' (0x29), so that's disabled. */
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static const char SDLK_charmap[] = {
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static const char SDLK_charmap[] = {
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/* 0 1 2 3 4 5 6 7 8 9 A B C D E F */
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/* 0 1 2 3 4 5 6 7 8 9 A B C D E F */
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@@ -287,14 +289,18 @@ static const char SDLK_charmap[] = {
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/* 0xAx */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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/* 0xAx */ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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/* 0xBx */ 0, 0, 0,',', 0,'/', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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/* 0xBx */ 0, 0, 0,',', 0,'/', 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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};
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};
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#endif
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char DeviceInput::ToChar() const
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char DeviceInput::ToChar() const
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{
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{
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switch( device )
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switch( device )
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{
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{
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case DEVICE_KEYBOARD:
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case DEVICE_KEYBOARD:
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if( button < sizeof(SDLK_charmap) )
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if( button < 128 )
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return SDLK_charmap[button];
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return (char) button;
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/* XXX: SDLK_WORLD_* are for international keyboards; we can handle those,
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* now, by mapping it to Unicode. However, I can't find any documentation
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* on those keysyms. */
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return '\0';
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return '\0';
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default:
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default:
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return '\0';
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return '\0';
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