forked from Mirrors/openclonk
Since internal keycodes are now scancodes, they do not need to be resolved
parent
71d9e3c9e3
commit
50eb1b6a76
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@ -303,12 +303,6 @@ bool C4PlayerControlAssignment::ResolveRefs(C4PlayerControlAssignmentSet *pParen
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is_key_reference = true;
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szKeyName +=4;
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}
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else if (*szKeyName == '$')
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{
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// this is a scan code. re-resolve in case keyboard layout changed.
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// is this still relevant?
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rKeyComboItem.Key = C4KeyCodeEx::GetKeyByScanCode(szKeyName);
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}
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}
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if (is_key_reference)
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{
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@ -198,7 +198,6 @@ struct C4KeyCodeEx
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// helpers
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static C4KeyShiftState String2KeyShift(const StdStrBuf &sName);
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static C4KeyCode GetKeyByScanCode(const char *scan_code);
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static C4KeyCode String2KeyCode(const StdStrBuf &sName);
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static StdStrBuf KeyCode2String(C4KeyCode wCode, bool fHumanReadable, bool fShort);
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StdStrBuf ToString(bool fHumanReadable, bool fShort) const;
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@ -221,6 +220,8 @@ struct C4KeyCodeEx
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: Key(Key), dwShift(Shift), fRepeated(fIsRepeated) {}
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bool IsRepeated() const { return fRepeated; }
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private:
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static C4KeyCode GetKeyByScanCode(const char *scan_code);
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};
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// extra data associated with a key event
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