Move call to callback outside of loop in key_handler, now deleting a second demo using CTRL-D actually works

This commit is contained in:
kreatordxx 2010-02-25 04:27:15 +00:00
parent 700156eb36
commit 67c05798d3
2 changed files with 16 additions and 9 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20100225
--------
main/game.c, main/gamecntl.c, main/gameseq.c, main/state.c, main/state.h: Put fast save back, using Alt-F1 instead of F6
arch/sdl/key.c: Move call to callback outside of loop in key_handler, now deleting a second demo using CTRL-D actually works
20100224
--------

View file

@ -350,6 +350,7 @@ void key_handler(SDL_KeyboardEvent *event, int counter)
int i, keycode, event_keysym=-1, key_state;
Key_info *key;
unsigned char temp;
int key_command = 0;
// Read SDLK symbol and state
event_keysym = event->keysym.sym;
@ -410,15 +411,7 @@ void key_handler(SDL_KeyboardEvent *event, int counter)
if ( keyd_pressed[KEY_LMETA] || keyd_pressed[KEY_RMETA])
keycode |= KEY_METAED;
{
d_event_keycommand event;
window *wind;
event.type = EVENT_KEY_COMMAND;
event.keycode = keycode;
if ((wind = window_get_front()) && window_send_event(wind, (d_event *)&event))
return; // handled it - don't add to queue
}
key_command = keycode;
temp = key_data.keytail+1;
if ( temp >= KEY_BUFFER_SIZE ) temp=0;
@ -430,6 +423,19 @@ void key_handler(SDL_KeyboardEvent *event, int counter)
}
key->last_state = state;
}
// We allowed the key to be added to the queue for now,
// because there are still input loops without associated windows
if (key_command)
{
d_event_keycommand event;
window *wind;
event.type = EVENT_KEY_COMMAND;
event.keycode = key_command;
if ((wind = window_get_front()) && window_send_event(wind, (d_event *)&event))
/*return*/; // handled it - don't add to queue NOT YET: have to make all input loops into windows
}
}
void key_close()