> >
> > Oh, I forgot about that. I was thinking of preferences saved
> > as a resource in the dll. But an outside file would be easily
> > configurable. I don't think all backends should access the
> > same config file, though. Some resolutions for gfx_directx
> > won't work right in gfx_sdl, etc.
> 
> Yes, I agree that each backend should have its own set of options.

But they could still be in the same file, in different sections.
 
> > Oh. I've treated all numpad keys as extensions of the rest of the
> > keyboard, so they're just duplications of either the number keys or
> > arrow/navigation keys, depending on whether NumLock is pressed or not.
> > Windows does differentiate between the keys, so that'll be easy to fix.
> >
> > When you designate those codes, we'll add support.
> 
> I'm not totally sure how we should treat the numpad, specially numlock.
> 
> The plan: I'd like to change the scancodes for the numpad keys to be
> distinct from the scancodes for the arrows, home, insert, etc. keys.
> (At the same time, we can fix the numlock/pause and
> printscreen/numpadAsterix double ups.) scancodes.bi and scancode.hsi
> (constants for scripts) would both get the same treatment. For
> compatibility with old games, we can copy over key presses from the
> new to the old scancodes, unless a general game bitset is set to
> enable the new scancodes. This general bitset would also cause the new
> scancodes to be aliases for the old ones, so that nothing changes if
> you recompile your old scripts with a new version of scancode.hsi
>
> Now, how should numlock status affect this? Should we respect numlock
> (mapping numpad keys to other keys when it's off), or never remap
> numpad keys? I am tempted to say that numlock behaviour should be up
> to the backend, and handled by the backend. I think it's already
> impossible to support the numpad as described above with gfx_fb
> anyway.

I think that while numlock support makes a lot of sense for typing 
things in, it is almost NEVER what you want for game input.

I don't think numpad handling should be in the backend. The backend 
should track and report the status of numlock, but only things like 
intrgrabber, strgrabber, or stredit where you are typing a numbe ror a 
string of text should respect it.

Imagine a game that uses the numpad for input. A backend-controlled 
numlock button would mean it would be the "toggle whether or not my 
controls work at all" button.

---
James
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