Merge pull request #369 from dariomanesku/master

Fixing SDL char input.
This commit is contained in:
Branimir Karadžić 2015-05-03 09:57:22 -07:00
commit b29e2290ac

View file

@ -451,20 +451,28 @@ namespace entry
uint8_t modifiers = translateKeyModifiers(kev.keysym.mod);
Key::Enum key = translateKey(kev.keysym.scancode);
const uint8_t shiftMask = Modifier::LeftShift|Modifier::RightShift;
const bool nonShiftModifiers = (0 != (modifiers&(~shiftMask) ) );
const bool isCharPressed = (Key::Key0 <= key && key <= Key::KeyZ) || (Key::Esc <= key && key <= Key::Minus);
const bool isText = isCharPressed && !nonShiftModifiers;
if (isText)
// TODO: These keys are not captured by SDL_TEXTINPUT. Should be probably handled by SDL_TEXTEDITING. This is a workaround for now.
if (key == 1) // Escape
{
uint8_t pressedChar[4];
pressedChar[0] = keyToAscii(key, modifiers);
pressedChar[0] = 0x1b;
m_eventQueue.postCharEvent(handle, 1, pressedChar);
}
else if (key == 2) // Enter
{
uint8_t pressedChar[4];
pressedChar[0] = 0x0d;
m_eventQueue.postCharEvent(handle, 1, pressedChar);
}
else if (key == 5) // Backspace
{
uint8_t pressedChar[4];
pressedChar[0] = 0x08;
m_eventQueue.postCharEvent(handle, 1, pressedChar);
}
else
{
m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED);
m_eventQueue.postKeyEvent(handle, key, modifiers, kev.state == SDL_PRESSED);
}
}
}