Make Input Actions config not affect the editor
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parent
cee94b6119
commit
64fd75d91a
3 changed files with 67 additions and 1 deletions
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@ -28,6 +28,7 @@
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/*************************************************************************/
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#include "input_map.h"
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#include "globals.h"
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#include "os/keyboard.h"
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InputMap *InputMap::singleton=NULL;
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@ -319,6 +320,67 @@ void InputMap::load_from_globals() {
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}
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}
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void InputMap::load_default() {
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InputEvent key;
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key.type=InputEvent::KEY;
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add_action("input/ui_accept");
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key.key.scancode=KEY_RETURN;
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action_add_event("input/ui_accept",key);
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key.key.scancode=KEY_ENTER;
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action_add_event("input/ui_accept",key);
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key.key.scancode=KEY_SPACE;
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action_add_event("input/ui_accept",key);
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add_action("input/ui_select");
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key.key.scancode=KEY_SPACE;
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action_add_event("input/ui_select",key);
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add_action("input/ui_cancel");
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key.key.scancode=KEY_ESCAPE;
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action_add_event("input/ui_cancel",key);
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add_action("input/ui_focus_next");
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key.key.scancode=KEY_TAB;
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action_add_event("input/ui_focus_next",key);
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add_action("input/ui_focus_prev");
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key.key.scancode=KEY_TAB;
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key.key.mod.shift=true;
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action_add_event("input/ui_focus_prev",key);
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key.key.mod.shift=false;
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add_action("input/ui_left");
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key.key.scancode=KEY_LEFT;
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action_add_event("input/ui_left",key);
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add_action("input/ui_right");
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key.key.scancode=KEY_RIGHT;
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action_add_event("input/ui_right",key);
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add_action("input/ui_up");
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key.key.scancode=KEY_UP;
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action_add_event("input/ui_up",key);
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add_action("input/ui_down");
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key.key.scancode=KEY_DOWN;
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action_add_event("input/ui_down",key);
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add_action("input/ui_page_up");
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key.key.scancode=KEY_PAGEUP;
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action_add_event("input/ui_page_up",key);
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add_action("input/ui_page_down");
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key.key.scancode=KEY_PAGEDOWN;
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action_add_event("input/ui_page_down",key);
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// set("display/orientation", "landscape");
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}
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InputMap::InputMap() {
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@ -74,6 +74,7 @@ public:
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void load_from_globals();
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void load_default();
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InputMap();
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};
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@ -688,7 +688,10 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
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#endif
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input_map->load_from_globals();
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if (editor)
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input_map->load_default(); //keys for editor
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else
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input_map->load_from_globals(); //keys for game
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if (video_driver=="") // specified in engine.cfg
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video_driver=_GLOBAL_DEF("display/driver",Variant((const char*)OS::get_singleton()->get_video_driver_name(0)));
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