src/players.cpp
// Tell whether we take current keyboard state as a pressed state of
// the keyCode, according to the playerUseAllKeyboard flag

Tell whether we take current keyboard state as a pressed state of
the keyCode, according to the playerUseAllKeyboard flag
Tell whether we take current keyboard state as a pressed state of the keyCode according to the playerUseAllKeyboard flag
bool isPlayerKeyPressed(FILE_DIWRAP_KEYS_TYPE* keys, FILE_DIWRAP_SINGLEKEY_TYPE keyCode, bool playerUseAllKeyboard) {
	if (playerUseAllKeyboard) {
		switch (keyCode) {
		case KMOD_LCTRL:
		case KMOD_RCTRL:
		case SDLK_SPACE:
			return KEYDOWN(keys, SDLK_SPACE) ||
				KEYDOWN(keys, KMOD_LCTRL) ||
				KEYDOWN(keys, KMOD_RCTRL);
		default:
			return KEYDOWN(keys, keyCode);
		}
	}else{
		return KEYDOWN(keys, keyCode);
	}
}
bool isPlayerKeyPressed ( FILE_DIWRAP_KEYS_TYPE * keys , FILE_DIWRAP_SINGLEKEY_TYPE keyCode , bool playerUseAllKeyboard ) { if ( playerUseAllKeyboard ) { switch ( keyCode ) { case KMOD_LCTRL : case KMOD_RCTRL : case SDLK_SPACE : return KEYDOWN ( keys , SDLK_SPACE ) || KEYDOWN ( keys , KMOD_LCTRL ) || KEYDOWN ( keys , KMOD_RCTRL ) ; default : return KEYDOWN ( keys , keyCode ) ; } } else { return KEYDOWN ( keys , keyCode ) ; } }
Tell whether we take current keyboard state as a pressed state of
the keyCode, according to the playerUseAllKeyboard flag
Tell whether we take current keyboard state as a pressed state of the keyCode according to the playerUseAllKeyboard flag
// these three are as an only key
 // common behaviour for no special keywords
