diff --git a/Engine/source/windowManager/sdl/sdlWindow.cpp b/Engine/source/windowManager/sdl/sdlWindow.cpp index 76ddbcfd17..510834fca7 100644 --- a/Engine/source/windowManager/sdl/sdlWindow.cpp +++ b/Engine/source/windowManager/sdl/sdlWindow.cpp @@ -486,6 +486,19 @@ void PlatformWindowSDL::_triggerKeyNotify(const SDL_Event& evt) { keyEvent.trigger(getWindowId(), torqueModifiers, inputAction, torqueKey); //Con::printf("Key %d : %d", tKey.sym, inputAction); + + if (inputAction == IA_MAKE && SDL_IsTextInputActive()) + { + // We have to check if we already have a first responder active. + // We don't want to type the character if it actually creates another responder! + if (mWindowInputGenerator->lastKeyWasGlobalActionMap()) + { + // Turn off Text input, and the next frame turn it back on. This tells SDL + // to not generate a text event for this global action map key. + SDL_StopTextInput(); + mOwningManager->updateSDLTextInputState(PlatformWindowManagerSDL::KeyboardInputState::TEXT_INPUT); + } + } } } diff --git a/Engine/source/windowManager/windowInputGenerator.cpp b/Engine/source/windowManager/windowInputGenerator.cpp index 2749f0ed83..c31bad1baa 100644 --- a/Engine/source/windowManager/windowInputGenerator.cpp +++ b/Engine/source/windowManager/windowInputGenerator.cpp @@ -39,7 +39,8 @@ WindowInputGenerator::WindowInputGenerator( PlatformWindow *window ) : mLastCursorPos(0,0), mClampToWindow(true), mFocused(false), - mPixelsPerMickey(1.0f) + mPixelsPerMickey(1.0f), + mLastPressWasGlobalActionMap(false) { AssertFatal(mWindow, "NULL PlatformWindow on WindowInputGenerator creation"); @@ -82,6 +83,9 @@ WindowInputGenerator::~WindowInputGenerator() //----------------------------------------------------------------------------- void WindowInputGenerator::generateInputEvent( InputEventInfo &inputEvent ) { + // Reset last press being global + mLastPressWasGlobalActionMap = false; + if (!mInputController)// || !mFocused) return; @@ -102,7 +106,10 @@ void WindowInputGenerator::generateInputEvent( InputEventInfo &inputEvent ) // Give the ActionMap first shot. if (ActionMap::handleEventGlobal(&inputEvent)) + { + mLastPressWasGlobalActionMap = true; return; + } if (mInputController->processInputEvent(inputEvent)) return; diff --git a/Engine/source/windowManager/windowInputGenerator.h b/Engine/source/windowManager/windowInputGenerator.h index 07e7b8781d..a5e9175c30 100644 --- a/Engine/source/windowManager/windowInputGenerator.h +++ b/Engine/source/windowManager/windowInputGenerator.h @@ -51,6 +51,9 @@ class WindowInputGenerator /// (one unit of mouse movement is a mickey) to units in the GUI. F32 mPixelsPerMickey; + /// This tells us if the last key we pressed was used from the global action map. + bool mLastPressWasGlobalActionMap; + // Event Handlers void handleMouseButton(WindowId did, U32 modifier, U32 action, U16 button); void handleMouseWheel (WindowId did, U32 modifier, S32 wheelDeltaX, S32 wheelDeltaY); @@ -83,6 +86,13 @@ class WindowInputGenerator /// event even if it maps to a character input event. bool wantAsKeyboardEvent( U32 modifiers, U32 key ); + /// Tells us if the last key was used within the global action map. + /// @return true if the key was a global action map key, false otherwise. + /// @note Useful and currently used to tell if we just opened the console + /// by using the console key. Currently this is used to fix a bug in SDL + /// but it is not limited to that use. + bool lastKeyWasGlobalActionMap() const { return mLastPressWasGlobalActionMap; } + void addAcceleratorKey( void *hnd, const String &cmd, U32 keycode, U32 modifier) { AccKeyMap acc;