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* Remapped keypad Enter to return scancode Fix #9684: Entering custom size for water/land tool allows confirmation with main enter key, but not numpad enter key Fix #9690: The keyboard shortcut for rotating the game view can be set to Enter or KP Enter, but not both * Add changelog entry
This commit is contained in:
committed by
Michael Steenbeek
parent
1f3998909b
commit
6632b979d7
@@ -17,6 +17,8 @@
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- Fix: [#9669] The tile inspector shortcut key does not work with debugging tools disabled.
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- Fix: [#9675] Guest entry point limit can be bypassed in scenario editor.
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- Fix: [#9683] Cannot raise water level if part of the tool's area of effect is off of the map.
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- Fix: [#9684] Entering custom size for water/land tool allows confirmation with main enter key, but not numpad enter key.
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- Fix: [#9690] The keyboard shortcut for rotating the game view can be set to Enter or KP Enter, but not both.
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- Fix: [#9717] Scroll bars do not render correctly when using OpenGL renderer.
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- Fix: [#9729] Peeps do not take into account height difference when deciding to pathfind to a ride entrance (original bug).
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- Fix: [#9902] Doors/Portcullis do not check to make sure doors are open causing double opens.
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@@ -106,13 +106,15 @@ void TextComposition::HandleMessage(const SDL_Event* e)
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uint16_t modifier = e->key.keysym.mod;
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SDL_Keycode key = e->key.keysym.sym;
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SDL_Scancode scancode = e->key.keysym.scancode;
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if (key == SDLK_KP_ENTER)
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{
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// Map Keypad enter to regular enter.
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key = SDLK_RETURN;
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scancode = SDL_SCANCODE_RETURN;
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}
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GetContext()->GetUiContext()->SetKeysPressed(key, e->key.keysym.scancode);
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GetContext()->GetUiContext()->SetKeysPressed(key, scancode);
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// Text input
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if (_session.Buffer == nullptr)
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