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author | Tarek Soliman | 2011-10-22 14:50:40 -0500 |
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committer | Tarek Soliman | 2011-10-27 10:46:23 -0500 |
commit | b8ef739d142577d3415ec7e8302d5da2df9ce252 (patch) | |
tree | 38c64036643d0eaeb47c2c2a08b3997c731d9173 /backends | |
parent | 56b5c0ea9fba89eeb1c2e1e70ded9049ba058865 (diff) | |
download | scummvm-rg350-b8ef739d142577d3415ec7e8302d5da2df9ce252.tar.gz scummvm-rg350-b8ef739d142577d3415ec7e8302d5da2df9ce252.tar.bz2 scummvm-rg350-b8ef739d142577d3415ec7e8302d5da2df9ce252.zip |
KEYMAPPER: Only skip the top GUI keymap when populating the active keymap
This is because the top GUI keymap is for the keymapper dialog itself.
If all GUI keymaps are skipped then when inside a game with the GMM displayed
and the keymapper dialog invoked, the game keymap is displayed even though it
is not the active one.
Diffstat (limited to 'backends')
-rw-r--r-- | backends/keymapper/remap-dialog.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/backends/keymapper/remap-dialog.cpp b/backends/keymapper/remap-dialog.cpp index adbf199960..44d7e273dd 100644 --- a/backends/keymapper/remap-dialog.cpp +++ b/backends/keymapper/remap-dialog.cpp @@ -308,9 +308,9 @@ void RemapDialog::loadKeymap() { List<const HardwareKey*> freeKeys(_keymapper->getHardwareKeys()); int topIndex = activeKeymaps.size() - 1; - // skip all gui maps + // skip the top gui keymap since it is for the keymapper itself // TODO: Don't use the keymap name as a way to discriminate GUI maps - while (topIndex > 0 && activeKeymaps[topIndex].keymap->getName().equals(kGuiKeymapName)) + if (topIndex > 0 && activeKeymaps[topIndex].keymap->getName().equals(kGuiKeymapName)) --topIndex; // add most active keymap's keys |