[wesnoth-commits] [wesnoth/wesnoth] ecc0dc: Don't consider input events as keypresses without ...
GitHub
noreply at github.com
Tue Feb 27 17:04:52 UTC 2018
Branch: refs/heads/master
Home: https://github.com/wesnoth/wesnoth
Commit: ecc0dca665737bcb411fbd355edd37df8a9038b8
https://github.com/wesnoth/wesnoth/commit/ecc0dca665737bcb411fbd355edd37df8a9038b8
Author: Jyrki Vesterinen <sandgtx at gmail.com>
Date: 2018-02-27 (Tue, 27 Feb 2018)
Changed paths:
M RELEASE_NOTES
M changelog
M src/controller_base.cpp
M src/editor/controller/editor_controller.cpp
M src/editor/controller/editor_controller.hpp
M src/game_events/menu_item.hpp
M src/game_events/wmi_manager.cpp
M src/game_events/wmi_manager.hpp
M src/hotkey/command_executor.cpp
M src/hotkey/command_executor.hpp
M src/hotkey/hotkey_handler.cpp
M src/hotkey/hotkey_handler.hpp
Log Message:
-----------
Don't consider input events as keypresses without release in between
When the player holds a key down, the OS generates multiple key press and
text input events. We can't assume that every such event is a real key
press; instead, we need to track whether there has been a key up event
since we last sent a key press event.
Fixes #1711.
I also moved hotkey::execute_command() into the hotkey::command_executor
class, and renamed the existing member function of same name to
do_execute_command(). I did that because the command_executor class was
the best place to store the "press event already sent" flag.
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