forked from 0ad/0ad
Ykkrosh
2d1be3d47e
SDL queues up all the input events received in a frame. When the hotkey system saw a key up/down event, it immediately updated its HotkeyIsPressed state and then pushed a hotkey event onto the end of the queue. If the initial queue was e.g. [key-down shift, key-press Z, key-up shift], the hotkey event triggered by Z would be processed after the key-up shift had updated the HotkeyIsPressed state, so the handler of the Z hotkey would not think the shift hotkey was pressed. If the initial queue was e.g. [key-press Z, mouse-click], the hotkey triggered by Z would be processed after the mouse-click event, so it could apply to the wrong building selection. Fix by pushing the hotkey events onto a special queue that gets processed before any subsequent SDL input events. Also update the HotkeyIsPressed status when the HOTKEYDOWN/HOTKEYUP events are processed, not when they are generated, to guarantee they are consistent with the DOWN/UP events. Fixes #1869. This was SVN commit r14057.
68 lines
2.5 KiB
C
68 lines
2.5 KiB
C
/* Copyright (c) 2012 Wildfire Games
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* SDL input redirector; dispatches to multiple handlers.
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*/
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#ifndef INCLUDED_INPUT
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#define INCLUDED_INPUT
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#include "lib/external_libraries/libsdl_fwd.h"
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// input handler return values.
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enum InReaction
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{
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// (the handlers' return values are checked and these
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// 'strange' values might bring errors to light)
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// pass the event to the next handler in the chain
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IN_PASS = 4,
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// we've handled it; no other handlers will receive this event.
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IN_HANDLED = 2
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};
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typedef InReaction (*InHandler)(const SDL_Event_*);
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// register an input handler, which will receive all subsequent events first.
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// events are passed to other handlers if handler returns IN_PASS.
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extern void in_add_handler(InHandler handler);
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// remove all registered input handlers
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extern void in_reset_handlers();
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// send event to each handler (newest first) until one returns true
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extern void in_dispatch_event(const SDL_Event_* event);
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// push an event onto the back of a high-priority queue - the new event will
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// be returned by in_poll_event before any standard SDL events
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extern void in_push_priority_event(const SDL_Event_* event);
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// reads events that were pushed by in_push_priority_event, or (if there are
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// no high-priority events) reads from the SDL event queue with SDL_PollEvent.
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// returns 1 if an event was read, 0 otherwise.
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extern int in_poll_event(SDL_Event_* event);
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#endif // #ifndef INCLUDED_INPUT
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