aboutsummaryrefslogtreecommitdiff
path: root/doc/QuickStart
diff options
context:
space:
mode:
authorlolbot-iichan2020-01-10 00:28:04 +0300
committerFilippos Karapetis2020-01-11 18:05:39 +0200
commit720aea5960b7d56e6ee28190a57249ab5a8deca3 (patch)
treed19ba759965a850e594c487b6272949ce630dcec /doc/QuickStart
parentfa5909a9cc6faf820a26e1ea49a7db3e0c9836e0 (diff)
downloadscummvm-rg350-720aea5960b7d56e6ee28190a57249ab5a8deca3.tar.gz
scummvm-rg350-720aea5960b7d56e6ee28190a57249ab5a8deca3.tar.bz2
scummvm-rg350-720aea5960b7d56e6ee28190a57249ab5a8deca3.zip
WINTERMUTE: Key code mapping refactoring
I discovered, that difference in key mappings between FoxTail and usual games is not due to FoxTail's engine differences from WME Lite, but were made in WME Lite itself! WME 1.x is using "Virtual-Key Codes" mapping and WME Lite and FoxTail are using "SDL_Keycode" mapping. So, here is total refactoring of keycode handling. Why nobody noticed this earlier? Because there are only 4 currently known series that are based on WME Lite (J.U.L.I.A. series, Reversion series, FoxTail and Securanote) and because most WME games, both 1.x-based and Lite-based are using Keyboard class only for handling Enter and Escape keys, which are the same in both mappings (Backspace, Space and Tab are also the same).
Diffstat (limited to 'doc/QuickStart')
0 files changed, 0 insertions, 0 deletions