Update mkxp.conf dataPathOrg/dataPathApp description

This commit is contained in:
Inori 2019-09-18 23:08:15 -04:00
parent 80ed33d9d7
commit f86919091a
3 changed files with 5 additions and 7 deletions

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@ -112,8 +112,6 @@ mkxp-z provides limited support for some WinAPI functions that would normally br
## Nonstandard RGSS extensions
To smooth over cross-platform compatibility, functionality that you won't find in the RGSS spec has been added. Currently this amounts to the following:
### Input
* The `Input.press?` family of functions accepts three additional button constants: `::MOUSELEFT`, `::MOUSEMIDDLE` and `::MOUSERIGHT` for the respective mouse buttons. It will now also accept [SDL scancodes](https://wiki.libsdl.org/SDL_Scancode?highlight=%28%5CbCategoryEnum%5Cb%29%7C%28CategoryKeyboard%29) in the form of symbols corresponding to each scancode (e.g. `SDL_SCANCODE_RETURN` would be requested through `Input.press?/trigger?/repeat? :RETURN`)

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@ -70,7 +70,7 @@ static int getButtonArg(VALUE *argv)
static int getScancodeArg(VALUE *argv)
{
const char *scancode = rb_id2name(SYM2ID(argv));
const char *scancode = rb_id2name(SYM2ID(*argv));
int code{};
try
{

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@ -180,10 +180,10 @@
# Organisation / company and application / game
# name to build the directory path where mkxp
# will store game specific data (eg. key bindings).
# If not specified, mkxp will save to a common
# directory shared by all games. Note that these
# are TWO individual config entries, and both need
# to be defined for this to take effect.
# If not specified, mkxp will choose the game's name
# as set in its ini. Note that these are TWO individual
# config entries, and both need to be defined for this
# to take effect.
# (default: none)
#
# dataPathOrg=mycompany