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https://github.com/TorqueGameEngines/Torque3D.git
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Reverted #540
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ceccd06198
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5 changed files with 2 additions and 41 deletions
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@ -118,9 +118,6 @@ public:
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static U8 getModifierKeys() {return smModifierKeys;}
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static U8 getModifierKeys() {return smModifierKeys;}
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static void setModifierKeys(U8 mod) {smModifierKeys = mod;}
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static void setModifierKeys(U8 mod) {smModifierKeys = mod;}
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static void attemptSwitchToKeyboardLayout( U32 layout );
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#ifdef LOG_INPUT
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#ifdef LOG_INPUT
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static void log( const char* format, ... );
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static void log( const char* format, ... );
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#endif
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#endif
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@ -33,8 +33,6 @@
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#include <stdarg.h>
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#include <stdarg.h>
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#endif
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#endif
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#include <sstream>
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// Static class variables:
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// Static class variables:
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InputManager* Input::smManager;
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InputManager* Input::smManager;
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bool Input::smActive;
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bool Input::smActive;
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@ -81,10 +79,6 @@ void Input::init()
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destroy();
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destroy();
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#ifdef TORQUE_DEFAULT_KEYBOARD_LAYOUT
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attemptSwitchToKeyboardLayout( TORQUE_DEFAULT_KEYBOARD_LAYOUT );
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#endif
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#ifdef LOG_INPUT
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#ifdef LOG_INPUT
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struct tm* newTime;
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struct tm* newTime;
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time_t aclock;
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time_t aclock;
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@ -493,18 +487,6 @@ InputManager* Input::getManager()
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return( smManager );
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return( smManager );
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}
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}
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//------------------------------------------------------------------------------
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void Input::attemptSwitchToKeyboardLayout( U32 layout )
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{
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const LANGID lang = MAKELANGID( layout, SUBLANG_DEFAULT );
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std::wstringstream ss;
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ss << std::hex << lang;
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const wchar_t* hexLang = ss.str().c_str();
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ActivateKeyboardLayout( LoadKeyboardLayout(
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hexLang, KLF_ACTIVATE | KLF_REPLACELANG
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), KLF_REORDER );
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}
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#ifdef LOG_INPUT
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#ifdef LOG_INPUT
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void Input::log( const char* format, ... )
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void Input::log( const char* format, ... )
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@ -458,12 +458,8 @@ bool ActionMap::createEventDescriptor(const char* pEventString, EventDescriptor*
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}
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}
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// Now we need to map the key string to the proper KEY code from event.h
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// Now we need to map the key string to the proper KEY code from event.h
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AssertFatal(
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//
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dStrlen( pObjectString ) > 0,
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AssertFatal(dStrlen(pObjectString) != 0, "Error, no key was specified!");
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"Error, no key was specified!\n"
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"Review file 'scripts/client/config.cs' and remove symbols"
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" which is not latin. Or delete this file."
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);
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if (dStrlen(pObjectString) == 1)
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if (dStrlen(pObjectString) == 1)
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{
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{
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@ -148,13 +148,6 @@
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/// texture manager.
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/// texture manager.
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#define TORQUE_FRAME_SIZE 16 << 20
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#define TORQUE_FRAME_SIZE 16 << 20
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// Default keyboard layout for launching the game. It's fixed crash when a
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// game running with the extend unicode keyboard (cyrillic, for example).
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// Windows only.
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// @see For choice language >
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// http://msdn.microsoft.com/en-us/library/windows/desktop/dd318693%28v=vs.85%29.aspx
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#define TORQUE_DEFAULT_KEYBOARD_LAYOUT LANG_ENGLISH
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// Finally, we define some dependent #defines. This enables some subsidiary
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// Finally, we define some dependent #defines. This enables some subsidiary
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// functionality to get automatically turned on in certain configurations.
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// functionality to get automatically turned on in certain configurations.
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@ -169,13 +169,6 @@
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/// texture manager.
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/// texture manager.
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#define TORQUE_FRAME_SIZE 16 << 20
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#define TORQUE_FRAME_SIZE 16 << 20
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// Default keyboard layout for launching the game. It's fixed crash when a
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// game running with the extend unicode keyboard (cyrillic, for example).
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// Windows only.
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// @see For choice language >
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// http://msdn.microsoft.com/en-us/library/windows/desktop/dd318693%28v=vs.85%29.aspx
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#define TORQUE_DEFAULT_KEYBOARD_LAYOUT LANG_ENGLISH
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// Finally, we define some dependent #defines. This enables some subsidiary
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// Finally, we define some dependent #defines. This enables some subsidiary
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// functionality to get automatically turned on in certain configurations.
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// functionality to get automatically turned on in certain configurations.
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