Merge branch 'codenames' into 'master'

Make binding names layout-independent

See merge request OpenMW/openmw!3993
animationblending
psi29a 9 months ago
commit 99fa1278d2

@ -167,6 +167,7 @@
Bug #7898: Editor: Invalid reference scales are allowed
Bug #7899: Editor: Doors can't be unlocked
Bug #7901: Editor: Teleport-related fields shouldn't be editable if a ref does not teleport
Bug #7908: Key bindings names in the settings menu are layout-specific
Feature #2566: Handle NAM9 records for manual cell references
Feature #3537: Shader-based water ripples
Feature #5173: Support for NiFogProperty

@ -221,7 +221,7 @@ namespace MWLua
api["getControlSwitch"] = [input](std::string_view key) { return input->getControlSwitch(key); };
api["setControlSwitch"] = [input](std::string_view key, bool v) { input->toggleControlSwitch(key, v); };
api["getKeyName"] = [](SDL_Scancode code) { return SDL_GetKeyName(SDL_GetKeyFromScancode(code)); };
api["getKeyName"] = [](SDL_Scancode code) { return SDL_GetScancodeName(code); };
api["ACTION"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, MWInput::Actions>({
{ "GameMenu", MWInput::A_GameMenu },

@ -803,11 +803,7 @@ namespace ICS
std::string InputControlSystem::scancodeToString(SDL_Scancode key)
{
SDL_Keycode code = SDL_GetKeyFromScancode(key);
if (code == SDLK_UNKNOWN)
return std::string(SDL_GetScancodeName(key));
else
return std::string(SDL_GetKeyName(code));
return std::string(SDL_GetScancodeName(key));
}
void InputControlSystem::adjustMouseRegion(Uint16 width, Uint16 height)

Loading…
Cancel
Save