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@@ -455,22 +455,22 @@ namespace BansheeEngine
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* @param[in] ignoreMovement If true, then movement keys (up/down/left/right) will be ignored and not considered
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* as input commands (useful if you need to parse num keys as numbers and not movement).
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*/
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- bool getCommand(unsigned int virtualKeyCode, InputCommandType& command, bool ignoreMovement = false)
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+ bool getCommand(unsigned int virtualKeyCode, InputCommandType& command)
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{
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switch (virtualKeyCode)
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{
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case VK_LEFT:
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command = isShiftPressed ? InputCommandType::SelectLeft : InputCommandType::CursorMoveLeft;
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- return !ignoreMovement;
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+ return true;
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case VK_RIGHT:
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command = isShiftPressed ? InputCommandType::SelectRight : InputCommandType::CursorMoveRight;
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- return !ignoreMovement;
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+ return true;
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case VK_UP:
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command = isShiftPressed ? InputCommandType::SelectUp : InputCommandType::CursorMoveUp;
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- return !ignoreMovement;
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+ return true;
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case VK_DOWN:
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command = isShiftPressed ? InputCommandType::SelectDown : InputCommandType::CursorMoveDown;
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- return !ignoreMovement;
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+ return true;
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case VK_ESCAPE:
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command = InputCommandType::Escape;
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return true;
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@@ -862,14 +862,6 @@ namespace BansheeEngine
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if(GetKeyboardState(keyState) == 0)
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return 0;
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- unsigned int vk = MapVirtualKeyEx(scanCode, MAPVK_VSC_TO_VK_EX, layout);
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- if(vk == 0)
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- return 0;
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-
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- InputCommandType command = InputCommandType::Backspace;
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- if(getCommand(vk, command, true)) // We ignore character combinations that are special commands
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- return 0;
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-
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UINT32 finalChar = (UINT32)wParam;
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if(!onCharInput.empty())
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