keyremap allow remaps to work when player is locked
keyremap doesn't have a notion of locked contexts add CONTEXT_LOCKED after keyremap so users don't have to specify multiple context flags to get Advanced keylock working with keyremaps Change-Id: I17b3f5b2ac9bf23277543fb04d66d6d90d16557f
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1 changed files with 7 additions and 7 deletions
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@ -594,13 +594,6 @@ static inline void action_code_lookup(action_last_t *last, action_cur_t *cur)
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int context = cur->context;
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int context = cur->context;
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cur->is_prebutton = false;
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cur->is_prebutton = false;
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#ifdef HAVE_LOCKED_ACTIONS
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/* This only applies to the first context, to allow locked contexts to
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* specify a fall through to their non-locked version */
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if (is_keys_locked())
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context |= CONTEXT_LOCKED;
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#endif
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#ifndef DISABLE_ACTION_REMAP
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#ifndef DISABLE_ACTION_REMAP
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/* attempt to look up the button in user supplied remap */
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/* attempt to look up the button in user supplied remap */
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if(last->key_remap && (context & CONTEXT_PLUGIN) == 0)
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if(last->key_remap && (context & CONTEXT_PLUGIN) == 0)
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@ -632,6 +625,13 @@ static inline void action_code_lookup(action_last_t *last, action_cur_t *cur)
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}
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}
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#endif
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#endif
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#ifdef HAVE_LOCKED_ACTIONS
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/* This only applies to the first context, to allow locked contexts to
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* specify a fall through to their non-locked version */
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if (is_keys_locked())
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context |= CONTEXT_LOCKED;
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#endif
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i = 0;
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i = 0;
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action = ACTION_NONE;
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action = ACTION_NONE;
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/* attempt to look up the button in the in-built keymaps */
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/* attempt to look up the button in the in-built keymaps */
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