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Fix GetKeyPressed for PLATFORM_DESKTOP_SDL (#3869)

The key handling in PLATFORM_DESKTOP_SDL was faulty in two ways, which
led to GetKeyPressed returning incorrect data.

CORE.Input.Keyboard.keyPressedQueue was updated only on SDL_TEXTINPUT,
meaning only text characters were registered as a pressed key, but not
function keys (eg. tab, backspace...). Also on such event, both
CORE.Input.Keyboard.keyPressedQueue and
CORE.Input.Keyboard.charPressedQueue were assigned the key's
corresponding codepoint, when CORE.Input.Keyboard.keyPressedQueue
should get the raylib keycode instead.

CORE.Input.Keyboard.keyPressedQueue is now updated on SDL_KEYDOWN event
instead.

Co-authored-by: Arthur <hi@thenightwat.ch>
pull/3920/head
Arthur před 8 měsíci
odevzdal GitHub
rodič
revize
e42f9263b8
V databázi nebyl nalezen žádný známý klíč pro tento podpis ID GPG klíče: B5690EEEBB952194
1 změnil soubory, kde provedl 11 přidání a 9 odebrání
  1. +11
    -9
      src/platforms/rcore_desktop_sdl.c

+ 11
- 9
src/platforms/rcore_desktop_sdl.c Zobrazit soubor

@ -1131,7 +1131,17 @@ void PollInputEvents(void)
case SDL_KEYDOWN:
{
KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 1;
if (key != KEY_NULL) {
// If key was up, add it to the key pressed queue
if ((CORE.Input.Keyboard.currentKeyState[key] == 0) && (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE))
{
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
CORE.Input.Keyboard.keyPressedQueueCount++;
}
CORE.Input.Keyboard.currentKeyState[key] = 1;
}
if (event.key.repeat) CORE.Input.Keyboard.keyRepeatInFrame[key] = 1;
@ -1154,14 +1164,6 @@ void PollInputEvents(void)
int codepointSize = 0;
// Check if there is space available in the key queue
if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
{
// Add character (key) to the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = GetCodepointNext(event.text.text, &codepointSize);
CORE.Input.Keyboard.keyPressedQueueCount++;
}
// Check if there is space available in the queue
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{

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