Gets default keybindings from scancode, not keyvalue.

Gives keyboard set-up independant default keybindings; useful for
international keyboards or dvorak users
actorid
Thomas Luppi 11 years ago
parent 7eb6a2e52d
commit 95ef874205

@ -811,36 +811,37 @@ namespace MWInput
// across different versions of OpenMW (in the case where another input action is added)
std::map<int, int> defaultKeyBindings;
defaultKeyBindings[A_Activate] = SDLK_SPACE;
defaultKeyBindings[A_MoveBackward] = SDLK_s;
defaultKeyBindings[A_MoveForward] = SDLK_w;
defaultKeyBindings[A_MoveLeft] = SDLK_a;
defaultKeyBindings[A_MoveRight] = SDLK_d;
defaultKeyBindings[A_ToggleWeapon] = SDLK_f;
defaultKeyBindings[A_ToggleSpell] = SDLK_r;
defaultKeyBindings[A_QuickKeysMenu] = SDLK_F1;
defaultKeyBindings[A_Console] = SDLK_F2;
defaultKeyBindings[A_Run] = SDLK_LSHIFT;
defaultKeyBindings[A_Sneak] = SDLK_LCTRL;
defaultKeyBindings[A_AutoMove] = SDLK_q;
defaultKeyBindings[A_Jump] = SDLK_e;
defaultKeyBindings[A_Journal] = SDLK_j;
defaultKeyBindings[A_Rest] = SDLK_t;
defaultKeyBindings[A_GameMenu] = SDLK_ESCAPE;
defaultKeyBindings[A_TogglePOV] = SDLK_TAB;
defaultKeyBindings[A_QuickKey1] = SDLK_1;
defaultKeyBindings[A_QuickKey2] = SDLK_2;
defaultKeyBindings[A_QuickKey3] = SDLK_3;
defaultKeyBindings[A_QuickKey4] = SDLK_4;
defaultKeyBindings[A_QuickKey5] = SDLK_5;
defaultKeyBindings[A_QuickKey6] = SDLK_6;
defaultKeyBindings[A_QuickKey7] = SDLK_7;
defaultKeyBindings[A_QuickKey8] = SDLK_8;
defaultKeyBindings[A_QuickKey9] = SDLK_9;
defaultKeyBindings[A_QuickKey10] = SDLK_0;
defaultKeyBindings[A_Screenshot] = SDLK_F12;
defaultKeyBindings[A_ToggleHUD] = SDLK_F11;
defaultKeyBindings[A_AlwaysRun] = SDLK_y;
//Gets the Keyvalue from the Scancode; gives the button in the same place reguardless of keyboard format
defaultKeyBindings[A_Activate] = SDL_GetKeyFromScancode(SDL_SCANCODE_SPACE);
defaultKeyBindings[A_MoveBackward] = SDL_GetKeyFromScancode(SDL_SCANCODE_S);
defaultKeyBindings[A_MoveForward] = SDL_GetKeyFromScancode(SDL_SCANCODE_W);
defaultKeyBindings[A_MoveLeft] = SDL_GetKeyFromScancode(SDL_SCANCODE_A);
defaultKeyBindings[A_MoveRight] = SDL_GetKeyFromScancode(SDL_SCANCODE_D);
defaultKeyBindings[A_ToggleWeapon] = SDL_GetKeyFromScancode(SDL_SCANCODE_F);
defaultKeyBindings[A_ToggleSpell] = SDL_GetKeyFromScancode(SDL_SCANCODE_R);
defaultKeyBindings[A_QuickKeysMenu] = SDL_GetKeyFromScancode(SDL_SCANCODE_F1);
defaultKeyBindings[A_Console] = SDL_GetKeyFromScancode(SDL_SCANCODE_F2);
defaultKeyBindings[A_Run] = SDL_GetKeyFromScancode(SDL_SCANCODE_LSHIFT);
defaultKeyBindings[A_Sneak] = SDL_GetKeyFromScancode(SDL_SCANCODE_LCTRL);
defaultKeyBindings[A_AutoMove] = SDL_GetKeyFromScancode(SDL_SCANCODE_Q);
defaultKeyBindings[A_Jump] = SDL_GetKeyFromScancode(SDL_SCANCODE_E);
defaultKeyBindings[A_Journal] = SDL_GetKeyFromScancode(SDL_SCANCODE_J);
defaultKeyBindings[A_Rest] = SDL_GetKeyFromScancode(SDL_SCANCODE_T);
defaultKeyBindings[A_GameMenu] = SDL_GetKeyFromScancode(SDL_SCANCODE_ESCAPE);
defaultKeyBindings[A_TogglePOV] = SDL_GetKeyFromScancode(SDL_SCANCODE_TAB);
defaultKeyBindings[A_QuickKey1] = SDL_GetKeyFromScancode(SDL_SCANCODE_1);
defaultKeyBindings[A_QuickKey2] = SDL_GetKeyFromScancode(SDL_SCANCODE_2);
defaultKeyBindings[A_QuickKey3] = SDL_GetKeyFromScancode(SDL_SCANCODE_3);
defaultKeyBindings[A_QuickKey4] = SDL_GetKeyFromScancode(SDL_SCANCODE_4);
defaultKeyBindings[A_QuickKey5] = SDL_GetKeyFromScancode(SDL_SCANCODE_5);
defaultKeyBindings[A_QuickKey6] = SDL_GetKeyFromScancode(SDL_SCANCODE_6);
defaultKeyBindings[A_QuickKey7] = SDL_GetKeyFromScancode(SDL_SCANCODE_7);
defaultKeyBindings[A_QuickKey8] = SDL_GetKeyFromScancode(SDL_SCANCODE_8);
defaultKeyBindings[A_QuickKey9] = SDL_GetKeyFromScancode(SDL_SCANCODE_9);
defaultKeyBindings[A_QuickKey10] = SDL_GetKeyFromScancode(SDL_SCANCODE_0);
defaultKeyBindings[A_Screenshot] = SDL_GetKeyFromScancode(SDL_SCANCODE_F12);
defaultKeyBindings[A_ToggleHUD] = SDL_GetKeyFromScancode(SDL_SCANCODE_F11);
defaultKeyBindings[A_AlwaysRun] = SDL_GetKeyFromScancode(SDL_SCANCODE_y);
std::map<int, int> defaultMouseButtonBindings;
defaultMouseButtonBindings[A_Inventory] = SDL_BUTTON_RIGHT;

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