diff --git a/Engine/source/windowManager/sdl/sdlWindow.cpp b/Engine/source/windowManager/sdl/sdlWindow.cpp index c50442eef..76ddbcfd1 100644 --- a/Engine/source/windowManager/sdl/sdlWindow.cpp +++ b/Engine/source/windowManager/sdl/sdlWindow.cpp @@ -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); } \ No newline at end of file diff --git a/Engine/source/windowManager/sdl/sdlWindowMgr.cpp b/Engine/source/windowManager/sdl/sdlWindowMgr.cpp index b1d3d04d1..9dbe1708d 100644 --- a/Engine/source/windowManager/sdl/sdlWindowMgr.cpp +++ b/Engine/source/windowManager/sdl/sdlWindowMgr.cpp @@ -59,6 +59,8 @@ PlatformWindowManagerSDL::PlatformWindowManagerSDL() mDisplayWindow = true; mOffscreenRender = false; + mInputState = KeyboardInputState::NONE; + buildMonitorsList(); } @@ -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 ) @@ -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"); @@ -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(); } diff --git a/Engine/source/windowManager/sdl/sdlWindowMgr.h b/Engine/source/windowManager/sdl/sdlWindowMgr.h index 52f2c7ea1..aacc348f2 100644 --- a/Engine/source/windowManager/sdl/sdlWindowMgr.h +++ b/Engine/source/windowManager/sdl/sdlWindowMgr.h @@ -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 @@ -69,6 +93,10 @@ class PlatformWindowManagerSDL : public PlatformWindowManager SignalSlot 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(); @@ -100,6 +128,12 @@ public: 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 \ No newline at end of file