ref: 93f58bbef5f4c941f32edbb6285d4650d6456c5d
parent: 123eeafba7561bf44e8b66927386a6a5dd11b549
author: Simon Howard <[email protected]>
date: Wed Dec 30 11:59:27 EST 2015
video: Apply shiftxform with vanilla_keyboard_mapping. We still don't have a story yet for how to do input properly when vanilla_keyboard_mapping=false, but applying shiftxform to scancode input when vanilla_keyboard_mapping=true seems like the right thing to do.
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -568,7 +568,17 @@
// Otherwise we should use the native key mapping.
if (vanilla_keyboard_mapping)
{
- return TranslateKey(&event->key.keysym);
+ int result = TranslateKey(&event->key.keysym);
+
+ // If shift is held down, apply the original uppercase
+ // translation table used under DOS.
+ if ((SDL_GetModState() & KMOD_SHIFT) != 0
+ && result >= 0 && result < arrlen(shiftxform))
+ {
+ result = shiftxform[result];
+ }
+
+ return result;
}
else
{
@@ -702,11 +712,6 @@
event.type = ev_keydown;
event.data1 = TranslateKey(&sdlevent.key.keysym);
event.data2 = GetTypedChar(&sdlevent);
-
- // SDL2-TODO: Need to generate a parallel text input event
- // here that can be used for typing text, eg. multiplayer
- // chat and savegame names. This is only for the Vanilla
- // case; we must use the shiftxform table.
if (event.data1 != 0)
{