No more segfaults when trying to spawn bullets of unknown type
[supertux.git] / src / mainloop.cpp
index ec11131..6a9bb04 100644 (file)
@@ -201,12 +201,18 @@ MainLoop::process_events()
             break;
             
           case SDL_KEYDOWN:
+            if (event.key.keysym.sym == SDLK_F10)
+              {
+                config->show_fps = !config->show_fps;
+              }
             if (event.key.keysym.sym == SDLK_F11) 
               {
                 config->use_fullscreen = !config->use_fullscreen;
                 init_video();
+                Menu::recalc_pos();
               }
-            else if (event.key.keysym.sym == SDLK_PRINT) 
+            else if (event.key.keysym.sym == SDLK_PRINT ||
+                     event.key.keysym.sym == SDLK_F12)
               {
                 take_screenshot();
               }
@@ -277,7 +283,7 @@ MainLoop::run(DrawingContext &context)
 
     if (elapsed_ticks > ticks_per_frame*4) {
       // when the game loads up or levels are switched the
-      // elapsed_ticks grows extremly large, so we just ignore those
+      // elapsed_ticks grows extremely large, so we just ignore those
       // large time jumps
       elapsed_ticks = 0;
     }