fix SDL text events from generating a ~ key when opening the console

This commit is contained in:
Jeff Hutchinson 2016-12-10 20:56:07 -05:00
parent 630949514a
commit f6b8ef126d
3 changed files with 66 additions and 3 deletions

View file

@ -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<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();
@ -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