subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
+ subtype == SDL_WINDOWEVENT_TAKE_FOCUS ? "SDL_WINDOWEVENT_TAKE_FOCUS" :
+ subtype == SDL_WINDOWEVENT_HIT_TEST ? "SDL_WINDOWEVENT_HIT_TEST" :
"(UNKNOWN)");
Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
void HandleKeyEvent(KeyEvent *event)
{
int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
- boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
- Key key = GetEventKey(event, with_modifiers);
- Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
+ Key key = GetEventKey(event);
#if DEBUG_EVENTS_KEY
- Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
+ Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
event->type == EVENT_KEYPRESS ? "pressed" : "released",
event->keysym.scancode,
event->keysym.sym,
- keymod,
GetKeyModState(),
key,
getKeyNameFromKey(key));
}
#endif
- HandleKeyModState(keymod, key_status);
+ HandleKeyModState(key, key_status);
// process all keys if not in text input mode or if non-printable keys
if (!checkTextInputKey(key))
return;
}
+ if (game_status == GAME_MODE_MAIN &&
+ setup.internal.info_screens_from_main &&
+ (key >= KSYM_KP_1 && key <= KSYM_KP_9))
+ {
+ DrawInfoScreen_FromMainMenu(key - KSYM_KP_1 + 1);
+
+ return;
+ }
+
if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
{
if (key == setup.shortcut.save_game)