Mercurial > sdl-ios-xcode
view src/video/bwindow/SDL_BWin.h @ 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> |
---|---|
date | Mon, 13 Apr 2009 08:42:09 +0000 |
parents | a1b03ba2fcd0 |
children | 0620847bf1a8 |
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line source
/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_BWin_h #define _SDL_BWin_h #include "SDL_config.h" #include <stdio.h> #include <AppKit.h> #include <InterfaceKit.h> #include <be/game/DirectWindow.h> #if SDL_VIDEO_OPENGL #include <be/opengl/GLView.h> #endif #include <support/UTF8.h> #include "../../main/beos/SDL_BeApp.h" #include "SDL_events.h" #include "SDL_BView.h" extern "C" { #include "../../events/SDL_events_c.h" extern int mouse_relative; }; class SDL_BWin : public BDirectWindow { public: SDL_BWin(BRect bounds) : BDirectWindow(bounds, "Untitled", B_TITLED_WINDOW, 0) { last_buttons = 0; the_view = NULL; #if SDL_VIDEO_OPENGL SDL_GLView = NULL; #endif SDL_View = NULL; Unlock(); shown = false; inhibit_resize = false; } virtual ~SDL_BWin() { Lock(); if ( the_view ) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { SDL_GLView->UnlockGL(); } #endif RemoveChild(the_view); the_view = NULL; } Unlock(); #if SDL_VIDEO_OPENGL if ( SDL_GLView ) { delete SDL_GLView; } #endif if ( SDL_View ) { delete SDL_View; } } /* Override the Show() method so we can tell when we've been shown */ virtual void Show(void) { BWindow::Show(); shown = true; } virtual bool Shown(void) { return (shown); } /* If called, the next resize event will not be forwarded to SDL. */ virtual void InhibitResize(void) { inhibit_resize=true; } /* Handle resizing of the window */ virtual void FrameResized(float width, float height) { if(inhibit_resize) inhibit_resize = false; else SDL_PrivateResize((int)width, (int)height); } virtual int CreateView(Uint32 flags, Uint32 gl_flags) { int retval; retval = 0; Lock(); if ( flags & SDL_OPENGL ) { #if SDL_VIDEO_OPENGL if ( SDL_GLView == NULL ) { SDL_GLView = new BGLView(Bounds(), "SDL GLView", B_FOLLOW_ALL_SIDES, (B_WILL_DRAW|B_FRAME_EVENTS), gl_flags); SDL_GLView->EnableDirectMode(true); } if ( the_view != SDL_GLView ) { if ( the_view ) { RemoveChild(the_view); } AddChild(SDL_GLView); SDL_GLView->LockGL(); the_view = SDL_GLView; } #else SDL_SetError("OpenGL support not enabled"); retval = -1; #endif } else { if ( SDL_View == NULL ) { SDL_View = new SDL_BView(Bounds()); } if ( the_view != SDL_View ) { if ( the_view ) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { SDL_GLView->UnlockGL(); } #endif RemoveChild(the_view); } AddChild(SDL_View); the_view = SDL_View; } } Unlock(); return(retval); } virtual void SetBitmap(BBitmap *bitmap) { SDL_View->SetBitmap(bitmap); } virtual void SetXYOffset(int x, int y) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { return; } #endif SDL_View->SetXYOffset(x, y); } virtual void GetXYOffset(int &x, int &y) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { x = 0; y = 0; return; } #endif SDL_View->GetXYOffset(x, y); } virtual void GetXYOffset(float &x, float &y) { #if SDL_VIDEO_OPENGL if ( the_view == SDL_GLView ) { x = 0.0f; y = 0.0f; return; } #endif SDL_View->GetXYOffset(x, y); } virtual bool BeginDraw(void) { return(Lock()); } virtual void DrawAsync(BRect updateRect) { SDL_View->DrawAsync(updateRect); } virtual void EndDraw(void) { SDL_View->Sync(); Unlock(); } #if SDL_VIDEO_OPENGL virtual void SwapBuffers(void) { SDL_GLView->UnlockGL(); SDL_GLView->LockGL(); SDL_GLView->SwapBuffers(); } #endif virtual BView *View(void) { return(the_view); } /* Hook functions -- overridden */ virtual void Minimize(bool minimize) { /* This is only called when mimimized, not when restored */ //SDL_PrivateAppActive(minimize, SDL_APPACTIVE); BWindow::Minimize(minimize); } virtual void WindowActivated(bool active) { SDL_PrivateAppActive(active, SDL_APPINPUTFOCUS); } virtual bool QuitRequested(void) { if ( SDL_BeAppActive > 0 ) { SDL_PrivateQuit(); /* We don't ever actually close the window here because the application should respond to the quit request, or ignore it as desired. */ return(false); } return(true); /* Close the app window */ } virtual void Quit() { if (!IsLocked()) Lock(); BDirectWindow::Quit(); } virtual int16 Translate2Unicode(const char *buf) { int32 state, srclen, dstlen; unsigned char destbuf[2]; Uint16 unicode = 0; if ((uchar)buf[0] > 127) { state = 0; srclen = SDL_strlen(buf); dstlen = sizeof(destbuf); convert_from_utf8(B_UNICODE_CONVERSION, buf, &srclen, (char *)destbuf, &dstlen, &state); unicode = destbuf[0]; unicode <<= 8; unicode |= destbuf[1]; } else unicode = buf[0]; /* For some reason function keys map to control characters */ # define CTRL(X) ((X)-'@') switch (unicode) { case CTRL('A'): case CTRL('B'): case CTRL('C'): case CTRL('D'): case CTRL('E'): case CTRL('K'): case CTRL('L'): case CTRL('P'): if ( ! (SDL_GetModState() & KMOD_CTRL) ) unicode = 0; break; /* Keyboard input maps newline to carriage return */ case '\n': unicode = '\r'; break; default: break; } return unicode; } virtual void DispatchMessage(BMessage *msg, BHandler *target); private: #if SDL_VIDEO_OPENGL BGLView *SDL_GLView; #endif SDL_BView *SDL_View; BView *the_view; bool shown; bool inhibit_resize; int32 last_buttons; }; #endif /* _SDL_BWin_h */