in_sdl.c: rewrite TEXTINPUT handling a bit.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1063 af15c1b1-3010-417e-b628-4374ebc0bcbd
Rename some functions for consistency.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1064 af15c1b1-3010-417e-b628-4374ebc0bcbd
slightly revise the game command known bug infos.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1065 af15c1b1-3010-417e-b628-4374ebc0bcbd
input: Rework the text/non-text input mode handling.

Before, "gamekey" was the special case, now "textmode" is. We are now more precise about when we activate "textmode", e.g. we only do this when the console, messagemode, or a textfield in the menu are active. The trigger for doing this was this line on the "SDL_StartTextInput" page of the SDL2 wiki: "On some platforms using this function activates the screen keyboard.". Although we currenly support no such platform, it's good te be prepared, and what we do now is more correct anyway.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1066 af15c1b1-3010-417e-b628-4374ebc0bcbd
Interpunction nitpicking.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1067 af15c1b1-3010-417e-b628-4374ebc0bcbd