MainLoop::process_events()
{
main_controller->update();
+ Uint8* keystate = SDL_GetKeyState(NULL);
SDL_Event event;
while(SDL_PollEvent(&event))
{
{
config->use_fullscreen = !config->use_fullscreen;
init_video();
+ Menu::recalc_pos();
}
- else if (event.key.keysym.sym == SDLK_PRINT)
+ else if (event.key.keysym.sym == SDLK_PRINT ||
+ event.key.keysym.sym == SDLK_F12)
{
take_screenshot();
}
+ else if (event.key.keysym.sym == SDLK_F1 &&
+ (keystate[SDLK_LCTRL] || keystate[SDLK_RCTRL]) &&
+ keystate[SDLK_c])
+ {
+ Console::instance->toggle();
+ config->console_enabled = true;
+ config->save();
+ }
break;
}
}
if (elapsed_ticks > ticks_per_frame*4) {
// when the game loads up or levels are switched the
- // elapsed_ticks grows extremly large, so we just ignore those
+ // elapsed_ticks grows extremely large, so we just ignore those
// large time jumps
elapsed_ticks = 0;
}