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fix SDL text events from generating a ~ key when opening the console
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JeffProgrammer committed Dec 11, 2016
1 parent 6309495 commit f6b8ef1
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Showing 3 changed files with 66 additions and 3 deletions.
8 changes: 5 additions & 3 deletions Engine/source/windowManager/sdl/sdlWindow.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -607,8 +607,10 @@ const UTF16 *PlatformWindowSDL::getCurtainWindowClassName()
void PlatformWindowSDL::setKeyboardTranslation(const bool enabled)
{
mEnableKeyboardTranslation = enabled;
if (mEnableKeyboardTranslation)
SDL_StartTextInput();

// Flag for update. Let SDL know what kind of input state we are changing to.
if (enabled)
mOwningManager->updateSDLTextInputState(PlatformWindowManagerSDL::KeyboardInputState::TEXT_INPUT);
else
SDL_StopTextInput();
mOwningManager->updateSDLTextInputState(PlatformWindowManagerSDL::KeyboardInputState::RAW_INPUT);
}
27 changes: 27 additions & 0 deletions Engine/source/windowManager/sdl/sdlWindowMgr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,8 @@ PlatformWindowManagerSDL::PlatformWindowManagerSDL()
mDisplayWindow = true;
mOffscreenRender = false;

mInputState = KeyboardInputState::NONE;

buildMonitorsList();
}

Expand Down Expand Up @@ -262,6 +264,21 @@ void PlatformWindowManagerSDL::_process()
}
}

// After the event loop is processed, we can now see if we have to notify
// SDL that we want text based events. This fixes a bug where text based
// events would be generated while key presses would still be happening.
// See KeyboardInputState for further documentation.
if (mInputState != KeyboardInputState::NONE)
{
// Update text mode toggling.
if (mInputState == KeyboardInputState::TEXT_INPUT)
SDL_StartTextInput();
else
SDL_StopTextInput();

// Done until we need to update it again.
mInputState = KeyboardInputState::NONE;
}
}

PlatformWindow * PlatformWindowManagerSDL::getWindowById( WindowId id )
Expand Down Expand Up @@ -343,6 +360,12 @@ void PlatformWindowManagerSDL::raiseCurtain()
// TODO SDL
}

void PlatformWindowManagerSDL::updateSDLTextInputState(KeyboardInputState state)
{
// Force update state. This will respond at the end of the event loop.
mInputState = state;
}

void Platform::openFolder(const char* path )
{
AssertFatal(0, "Not Implemented");
Expand All @@ -369,4 +392,8 @@ AFTER_MODULE_INIT(gfx)
{
int res = SDL_Init( SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE );
AssertFatal(res != -1, "SDL init error");

// By default, SDL enables text input. We disable it on initialization, and
// we will enable it whenever the time is right.
SDL_StopTextInput();
}
34 changes: 34 additions & 0 deletions Engine/source/windowManager/sdl/sdlWindowMgr.h
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,30 @@ class FileDialog; // TODO SDL REMOVE
/// SDL2 implementation of the window manager interface.
class PlatformWindowManagerSDL : public PlatformWindowManager
{
public:
/// An enum that holds an event loop frame of the state of the
/// keyboard for how the keyboard is interpreted inside of Torque.
///
/// SDL has a concept of text editing events as well as raw input
/// events. Because of this, SDL needs notified whenever it needs
/// to fire text based events. SDL will continue firing raw input
/// events as well during this time.
///
/// The reason why this was created is because we needed time to
/// transition between raw input to raw input + text based events.
/// If we take a raw input and notify SDL we wanted text during the
/// event loop, SDL will issue a text input event as well. This was
/// causing issues with the console, where the console key would be
/// appended to the console buffer upon opening it. We fix this by
/// delaying the notification to SDL until the event loop is complete.
enum class KeyboardInputState
{
NONE = 0, /// < No state change during this event loop cycle.
TEXT_INPUT = 1, /// < We want to change to text based events & raw input.
RAW_INPUT = 2 /// < We only want raw input.
};

protected:
friend class PlatformWindowSDL;
friend class FileDialog; // TODO SDL REMOVE

Expand Down Expand Up @@ -69,6 +93,10 @@ class PlatformWindowManagerSDL : public PlatformWindowManager

SignalSlot<void()> mOnProcessSignalSlot;

/// The input state that will change whenever SDL needs notified.
/// After it is handled, it will return to state NONE.
KeyboardInputState mInputState;

public:
PlatformWindowManagerSDL();
~PlatformWindowManagerSDL();
Expand Down Expand Up @@ -100,6 +128,12 @@ class PlatformWindowManagerSDL : public PlatformWindowManager
virtual void raiseCurtain();

virtual void setDisplayWindow(bool set) { mDisplayWindow = set; }

/// Stores the input state so that the event loop will fire a check if we need
/// to change how keyboard input is being handled.
/// @param state The state of the keyboard input, either being raw input or text
/// based input.
void updateSDLTextInputState(KeyboardInputState state);
};

#endif

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