phasing out SDL_keysym.h

This commit is contained in:
Glenn Maynard
2004-06-16 20:26:45 +00:00
parent 97b803c102
commit 98ecd82db5
7 changed files with 573 additions and 37 deletions
+24 -24
View File
@@ -1273,9 +1273,9 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
return false; // Attract need to know because they go to TitleMenu on > 1 credit
}
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F2))
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F2))
{
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT) ) )
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) ) )
{
// HACK: Also save bookkeeping and profile info for debugging
// so we don't have to play through a whole song to get new output.
@@ -1305,10 +1305,10 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
return true;
}
#ifndef DARWIN
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F4))
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F4))
{
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
{
// pressed Alt+F4
ExitGame();
@@ -1316,10 +1316,10 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
}
}
#else
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_q))
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_Cq))
{
if(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RMETA)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LMETA)))
if(INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RMETA)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LMETA)))
{
// pressed CMD-Q
ExitGame();
@@ -1332,26 +1332,26 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
* pressing PrntScrn, or will capture the foregroud with focus upon pressing
* Alt+PrntScrn. Windows will do this whether or not we save a screenshot
* ourself by dumping the frame buffer. */
/* Pressing F13 on an Apple keyboard sends SDLK_PRINT.
/* Pressing F13 on an Apple keyboard sends KEY_PRINT.
* However, notebooks don't have F13. Use cmd-F12 then*/
// "if pressing PrintScreen and not pressing Alt"
if( (DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_PRINT) &&
!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) &&
!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT))) ||
(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F12) &&
(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RMETA)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LMETA)))))
if( (DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_PRTSC) &&
!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) &&
!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT))) ||
(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F12) &&
(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RMETA)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LMETA)))))
{
// If holding LShift save uncompressed, else save compressed
bool bSaveCompressed = !INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT) );
bool bSaveCompressed = !INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) );
SaveScreenshot( "Screenshots/", bSaveCompressed, false );
return true; // handled
}
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_RETURN))
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_ENTER))
{
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LALT)) )
{
/* alt-enter */
PREFSMAN->m_bWindowed = !PREFSMAN->m_bWindowed;
@@ -1360,7 +1360,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
}
}
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_PAUSE))
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_PAUSE))
{
static bool bMute = false;
bMute = !bMute;
@@ -1413,7 +1413,7 @@ static void HandleInputEvents(float fDeltaTime)
// Filter out all NumLock repeat messages
/* XXX: Is this still needed? If so, it should probably be done in the
* affected input driver. */
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_NUMLOCK && type != IET_FIRST_PRESS )
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == KEY_NUMLOCK && type != IET_FIRST_PRESS )
continue; // skip
if( HandleGlobalInputs(DeviceI, type, GameI, MenuI, StyleI ) )
@@ -1475,13 +1475,13 @@ static void GameLoop()
CheckSkips( fDeltaTime );
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_TAB) ) ) {
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) )
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB) ) ) {
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
fDeltaTime = 0; /* both; stop time */
else
fDeltaTime *= 4;
}
else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_BACKQUOTE) ) )
else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
{
fDeltaTime /= 4;
}