use PrntScrn for saving a screenshot
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@@ -749,12 +749,19 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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#endif
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#ifndef DARWIN
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/* XXX: Er, this doesn't work; Windows traps this key and takes a screenshot
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* into the clipboard. I don't want to disable that, though; it's useful. */
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if( DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_PAUSE) &&
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( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT))) )
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/* The default Windows message handler will capture the desktop window upon
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* pressing PrntScrn, or will capture the foregroud with focus upon pressing
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* Alt+PrntScrn. Windows will do this whether or not we save a screenshot
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* ourself by dumping the frame buffer. */
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// "if pressing PrintScreen and not pressing Alt"
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if( DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_SYSREQ) &&
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!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) &&
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!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
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#else
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/* Using F12 seems like a bad idea because this key already has a function
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* in ScreenGameplay and in the editor (and those users don't care whether
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* Alt is being held. Is there another key on the standard Mac keyboard
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* that could be used for this purpose? -Chris */
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if( DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_F12) &&
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( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RMETA)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LMETA))) )
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