* like a left click for the benefit of users of other
* implementations. So the last of the above points is modified
* in the presence of an (optional) button priority order.
+ *
+ * A further addition: we translate certain keyboard presses to
+ * cursor key 'select' buttons, so that a) frontends don't have
+ * to translate these themselves (like they do for CURSOR_UP etc),
+ * and b) individual games don't have to hard-code button presses
+ * of '\n' etc for keyboard-based cursors. The choice of buttons
+ * here could eventually be controlled by a runtime configuration
+ * option.
*/
if (IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) {
if (me->pressed_mouse_button) {
(LEFT_RELEASE - LEFT_BUTTON)));
}
+ /*
+ * Translate keyboard presses to cursor selection.
+ */
+ if (button == '\n' || button == '\r')
+ button = CURSOR_SELECT;
+ if (button == ' ')
+ button = CURSOR_SELECT2;
+
/*
* Now send on the event we originally received.
*/