Age | Commit message (Collapse) | Author |
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This reverts commit ac85d134b31f770f27d085c0fe4c307e278c1875.
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This fixes a problem where opening the keymapper dialog would cause the current game
keymap to be displayed as the active keymap but then changing the keymap selection
back to it would cause the GUI keymap to be displayed as the active one. The GUI keymap
was indeed at the top of the stack but that's not the desired effect.
Also move the pushing and popping of the keymap to Dialog::Open/Close
Also constantify the GUI keymap name
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Keymapper now has a global keymap outside the active keymap stack.
That global keymap is always checked after the active stack has been checked.
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consistency
svn-id: r44634
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- Adapt Keymapper to implement EventMapper interface
svn-id: r42727
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svn-id: r40867
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svn-id: r35975
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svn-id: r35973
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svn-id: r35971
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svn-id: r35970
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inclusion of vkeybd and keymapper in build.\n\nAlso added corresponding --enable-vkeybd and --enable-keymapper flags to configure scripts.
svn-id: r34706
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repeated key up events
svn-id: r34115
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svn-id: r34094
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KeymapManager functionality is implemented in Keymapper.
svn-id: r33988
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* Added Keymapper::cleanupGameKeymaps() with code to remove game keymaps from active stack
svn-id: r33853
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instance can be reopened
svn-id: r33843
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* Got rid of default keymaps as they over-complicated the API
* Remapping dialog WIP
svn-id: r33699
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* Moved Keymapper code into backends/keymapper
svn-id: r33681
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