Mercurial > sdl-ios-xcode
annotate src/video/picogui/SDL_pgevents.c @ 4170:092c0bc69155 SDL-1.2
Fixed bug #618
Description From Tim Angus 2008-08-30 12:23:56 (-) [reply]
As we all know SDL 1.2 doesn't handle dead keys well since one key press
potentially equals two (or more) characters. For example, on many layouts,
keying <backquote>,<space> results in <no character>,<backquote><space>. Since
the unicode member of the SDL_keysym struct only has room for one character,
only one can be returned.
On Linux, the first character is returned. On Windows however, unless the exact
number of characters generated by the keypress is 1, nothing is returned. The
following patch addresses this inconsistency.
Updated patch which includes a further fix to the handling of the numpad when
numlock is on. This further fix is courtesy Amanieu d'Antras.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 13 Apr 2009 08:42:09 +0000 |
parents | a1b03ba2fcd0 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
4159 | 3 Copyright (C) 1997-2009 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 |
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22 Micah Dowty |
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23 micahjd@users.sourceforge.net |
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24 */ |
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25 #include "SDL_config.h" |
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26 |
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27 #include "SDL.h" |
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28 #include "../../events/SDL_sysevents.h" |
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29 #include "../../events/SDL_events_c.h" |
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30 #include "SDL_pgvideo.h" |
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31 #include "SDL_pgevents_c.h" |
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32 |
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33 int PG_HandleClose(struct pgEvent *evt) |
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34 { |
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35 SDL_PrivateQuit(); |
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36 return 1; /* Intercept the event's normal quit handling */ |
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37 } |
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38 |
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39 int PG_HandleResize(struct pgEvent *evt) |
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40 { |
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41 SDL_PrivateResize(evt->e.size.w, evt->e.size.h); |
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42 return 0; |
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43 } |
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44 |
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45 int PG_HandleKey(struct pgEvent *evt) |
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46 { |
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47 SDL_keysym sym; |
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48 SDL_memset(&sym,0,sizeof(sym)); |
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49 sym.sym = evt->e.kbd.key; |
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50 sym.mod = evt->e.kbd.mods; |
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51 SDL_PrivateKeyboard(evt->type == PG_WE_KBD_KEYDOWN, &sym); |
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52 return 0; |
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53 } |
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54 |
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55 int PG_HandleChar(struct pgEvent *evt) |
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56 { |
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57 SDL_keysym sym; |
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58 SDL_memset(&sym,0,sizeof(sym)); |
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59 sym.unicode = evt->e.kbd.key; |
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60 sym.mod = evt->e.kbd.mods; |
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61 SDL_PrivateKeyboard(evt->type == PG_WE_KBD_KEYDOWN, &sym); |
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62 return 0; |
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63 } |
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64 |
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65 int PG_HandleMouseButton(struct pgEvent *evt) |
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66 { |
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67 /* We need to focus the canvas when it's clicked */ |
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68 if (evt->extra) { |
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69 SDL_VideoDevice *this = (SDL_VideoDevice *) evt->extra; |
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70 pgFocus(this->hidden->wCanvas); |
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71 } |
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72 SDL_PrivateMouseButton(evt->type == PG_WE_PNTR_DOWN, evt->e.pntr.chbtn, |
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73 evt->e.pntr.x, evt->e.pntr.y); |
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74 return 0; |
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75 } |
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76 |
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77 int PG_HandleMouseMotion(struct pgEvent *evt) |
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78 { |
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79 SDL_PrivateMouseMotion(evt->e.pntr.btn,0,evt->e.pntr.x, evt->e.pntr.y); |
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80 return 0; |
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81 } |
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82 |
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83 void PG_PumpEvents(_THIS) |
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84 { |
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85 /* Process all pending events */ |
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86 pgEventPoll(); |
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87 } |
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88 |
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89 void PG_InitOSKeymap(_THIS) |
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90 { |
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91 /* We need no keymap */ |
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92 } |
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93 |
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94 void PG_InitEvents(_THIS) |
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95 { |
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96 /* Turn on all the mouse and keyboard triggers for our canvas, normally less important |
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97 * events like mouse movement are ignored to save bandwidth. */ |
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98 pgSetWidget(this->hidden->wCanvas, PG_WP_TRIGGERMASK, |
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99 pgGetWidget(this->hidden->wCanvas, PG_WP_TRIGGERMASK) | |
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100 PG_TRIGGER_UP | PG_TRIGGER_DOWN | PG_TRIGGER_MOVE | |
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101 PG_TRIGGER_KEYUP | PG_TRIGGER_KEYDOWN | PG_TRIGGER_CHAR,0); |
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102 |
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103 /* Start our canvas out focused, so we get keyboard input */ |
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104 pgFocus(this->hidden->wCanvas); |
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105 |
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106 /* Set up bindings for all the above event handlers */ |
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107 pgBind(this->hidden->wApp, PG_WE_CLOSE, &PG_HandleClose, NULL); |
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108 pgBind(this->hidden->wCanvas, PG_WE_BUILD, &PG_HandleResize, NULL); |
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109 pgBind(this->hidden->wCanvas, PG_WE_KBD_CHAR, &PG_HandleChar, NULL); |
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110 pgBind(this->hidden->wCanvas, PG_WE_KBD_KEYUP, &PG_HandleKey, NULL); |
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111 pgBind(this->hidden->wCanvas, PG_WE_KBD_KEYDOWN, &PG_HandleKey, NULL); |
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112 pgBind(this->hidden->wCanvas, PG_WE_PNTR_MOVE, &PG_HandleMouseMotion, NULL); |
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113 pgBind(this->hidden->wCanvas, PG_WE_PNTR_UP, &PG_HandleMouseButton, NULL); |
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114 pgBind(this->hidden->wCanvas, PG_WE_PNTR_DOWN, &PG_HandleMouseButton, this); |
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115 } |
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116 |
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117 /* end of SDL_pgevents.c ... */ |