This only affects SDL2's event handling, which sends events in the following order:
(keycode, 0, true)
(0, charcode, true)
(0, charcode, false)
(keycode, 0, false)
The input destination is toggled on the first event, and the console then would
receive the charcode events. Binds work differently though - their action is
queued into the console buffer, and executed at the end of the frame!
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12305
d7cf8633-e32d-0410-b094-
e92efae38249
::stable-branch::merge=
b046f98ffbc506e32c13c46725e75a92eb861cef
{
if (down && con_closeontoggleconsole.integer && bind && !strncmp(bind, "toggleconsole", strlen("toggleconsole")) && ascii != STRING_COLOR_TAG)
{
- Con_ToggleConsole_f ();
+ Cbuf_AddText("toggleconsole\n"); // Deferred to next frame so we're not sending the text event to the console.
tbl_keydest[key] = key_void; // key release should go nowhere (especially not to key_menu or key_game)
return;
}