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author | lolbot-iichan | 2020-01-10 00:28:04 +0300 |
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committer | Filippos Karapetis | 2020-01-11 18:05:39 +0200 |
commit | 720aea5960b7d56e6ee28190a57249ab5a8deca3 (patch) | |
tree | d19ba759965a850e594c487b6272949ce630dcec /engines/glk/agt/agt.cpp | |
parent | fa5909a9cc6faf820a26e1ea49a7db3e0c9836e0 (diff) | |
download | scummvm-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 'engines/glk/agt/agt.cpp')
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