use logical keycodes

This commit is contained in:
2024-03-12 23:12:39 +11:00
parent e1ff61d0df
commit 313534e58a

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@@ -408,15 +408,15 @@ int SDL_AppEvent(const SDL_Event *event)
return 1; // Exit with success status
case SDL_EVENT_KEY_DOWN:
if (event->key.keysym.scancode == SDL_SCANCODE_ESCAPE) // Quit on Escape
if (event->key.keysym.sym == SDLK_ESCAPE) // Quit on Escape
{
return 1; // Exit with success status
}
if (!event->key.repeat) // Was a key just pressed?
{
switch (event->key.keysym.scancode)
switch (event->key.keysym.sym)
{
case SDL_SCANCODE_B: // B = Toggle blending
case SDLK_b: // B = Toggle blending
blend = !blend;
if (!blend)
{
@@ -430,7 +430,7 @@ int SDL_AppEvent(const SDL_Event *event)
}
return 0;
case SDL_SCANCODE_F: // F = Cycle texture filtering
case SDLK_f: // F = Cycle texture filtering
filter += 1;
if (filter > 2)
{
@@ -438,8 +438,7 @@ int SDL_AppEvent(const SDL_Event *event)
}
return 0;
case SDL_SCANCODE_F1:
// Toggle Fullscreen / Windowed Mode
case SDLK_F1: // F1 = Toggle Fullscreen / Windowed Mode
fullscreen = !fullscreen;
SDL_SetWindowFullscreen(win, fullscreen);
return 0;
@@ -449,8 +448,8 @@ int SDL_AppEvent(const SDL_Event *event)
}
return 0;
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Resize The OpenGL Window
ReSizeGLScene(event->window.data1, event->window.data2); // data1=Width, data2=Height
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED: // Deal with window resizes
ReSizeGLScene(event->window.data1, event->window.data2); // data1=Backbuffer Width, data2=Backbuffer Height
return 0;
default: return 0;