if (!_key_code)
return;
+ k = _key_code;
+ modifiers = _key_modifiers | (_key_pressed ? KEYMOD_NONE : KEYMOD_RELEASED);
button &b = _key_bindings[k];
// Key pressed.
FGInput::mouse::mouse ()
: x(-1),
y(-1),
+ save_x(-1),
+ save_y(-1),
nModes(1),
current_mode(0),
modes(0)