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Searched refs:CONTROL_ACTIVATE (Results 1 – 4 of 4) sorted by relevance

/dports/games/legend-of-edgar/edgar-1.34/src/
H A Dinput.c165 else if (key == control.button[CONTROL_ACTIVATE]) in getInput()
285 else if (key == control.button[CONTROL_ACTIVATE]) in getInput()
444 else if (key == control.button[CONTROL_ACTIVATE]) in getInput()
516 else if (key == control.button[CONTROL_ACTIVATE]) in getInput()
652 control.button[CONTROL_ACTIVATE] = -1; in resetControls()
673 control.button[CONTROL_ACTIVATE] = 0; in resetControls()
694 control.button[CONTROL_ACTIVATE] = SDLK_a; in resetControls()
762 fprintf(fp, "ACTIVATE %d\n", control.button[CONTROL_ACTIVATE]); in writeControlsToFile()
847 control.button[CONTROL_ACTIVATE] = atoi(token); in readControlsFromFile()
H A Ddefs.h429 CONTROL_ACTIVATE, enumerator
H A Ddialog.c227 token = replaceString(token, "[INPUT_ACTIVATE]", getKeyValue(control.button[CONTROL_ACTIVATE])); in createDialogBox()
/dports/games/legend-of-edgar/edgar-1.34/src/menu/
H A Dcontrol_menu.c258 …menu.widgets[9] = createWidget(_("Use"), &control.button[CONTROL_ACTIVATE], NULL, NULL, &redefineK… in loadMenuLayout()
260 text = getKeyValue(control.button[CONTROL_ACTIVATE]); in loadMenuLayout()