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authorDarkvater <darkvater@openttd.org>2007-03-10 00:30:18 +0000
committerDarkvater <darkvater@openttd.org>2007-03-10 00:30:18 +0000
commit2a2ee534e99e2845f0a55b03bd27ba59536f153a (patch)
treea140c1cebb1b84d20a7035449c37c12ad83ee9e4 /src/video/win32_v.cpp
parent86be8991c6d7547229c88170e8928b6539286892 (diff)
downloadopenttd-2a2ee534e99e2845f0a55b03bd27ba59536f153a.tar.xz
(svn r9086) -Feature/Fix: [win32] Rewrite keyboard input and handle all keypresses in a WM_CHAR event. This saves us from doing translation (ToUnicode[Ex], ToAscii[Ex]), and we get free IME-input support as a plus.
Diffstat (limited to 'src/video/win32_v.cpp')
-rw-r--r--src/video/win32_v.cpp53
1 files changed, 28 insertions, 25 deletions
diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp
index 96138bbcc..216b9a14b 100644
--- a/src/video/win32_v.cpp
+++ b/src/video/win32_v.cpp
@@ -211,6 +211,8 @@ static void CALLBACK TrackMouseTimerProc(HWND hwnd, UINT msg, UINT event, DWORD
static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
+ static uint32 keycode = 0;
+
switch (msg) {
case WM_CREATE:
SetTimer(hwnd, TID_POLLMOUSE, MOUSE_POLL_DELAY, (TIMERPROC)TrackMouseTimerProc);
@@ -361,40 +363,40 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
}
#endif /* UNICODE */
- case WM_KEYDOWN: {
- // this is the rewritten ascii input function
- // it disables windows deadkey handling --> more linux like :D
- wchar_t w = 0;
-#if !defined(WINCE)
- byte ks[256];
-#endif
- uint scancode;
- uint32 pressed_key;
+ case WM_CHAR: {
+ /* Silently drop all non-text messages as those were handled by WM_KEYDOWN */
+ if (wParam < VK_SPACE) return 0;
+ uint scancode = GB(lParam, 16, 8);
+ uint charcode = wParam;
-#if defined(WINCE)
- /* On WinCE GetKeyboardState isn't supported */
- w = wParam;
-#else
- GetKeyboardState(ks);
- if (ToUnicode(wParam, 0, ks, &w, 1, 0) != 1) {
- /* On win9x ToUnicode always fails, so fall back to ToAscii */
- if (ToAscii(wParam, 0, ks, (LPWORD)&w, 0) != 1) w = 0; // no translation was possible
- }
-#endif
+#if !defined(UNICODE)
+ wchar_t w;
+ int len = MultiByteToWideChar(_codepage, 0, (char*)&charcode, 1, &w, 1);
+ charcode = len == 1 ? w : 0;
+#endif /* UNICODE */
+
+ /* No matter the keyboard layout, we will map the '~' to the console */
+ scancode = scancode == 41 ? (int)WKC_BACKQUOTE : keycode;
+ HandleKeypress(GB(charcode, 0, 16) | (scancode << 16));
+ return 0;
+ }
- pressed_key = w | MapWindowsKey(wParam) << 16;
+ case WM_KEYDOWN: {
+ keycode = MapWindowsKey(wParam);
- scancode = GB(lParam, 16, 8);
- if (scancode == 41) pressed_key = w | WKC_BACKQUOTE << 16;
+ /* Silently drop all text messages as those will be handled by WM_CHAR
+ * WM_KEYDOWN only handles CTRL+ commands and special keys like VK_LEFT, etc. */
+ if (keycode == 0 || (keycode > WKC_PAUSE && GB(keycode, 13, 4) == 0)) return 0;
- if (GB(pressed_key, 16, 16) == ('D' | WKC_CTRL) && !_wnd.fullscreen) {
+ if (keycode == ('D' | WKC_CTRL) && !_wnd.fullscreen) {
_double_size ^= 1;
_wnd.double_size = _double_size;
ClientSizeChanged(_wnd.width, _wnd.height);
MarkWholeScreenDirty();
}
- HandleKeypress(pressed_key);
- break;
+
+ HandleKeypress(0 | (keycode << 16));
+ return 0;
}
case WM_SYSKEYDOWN: /* user presses F10 or Alt, both activating the title-menu */
@@ -832,6 +834,7 @@ static void Win32GdiMainLoop()
while (PeekMessage(&mesg, NULL, 0, 0, PM_REMOVE)) {
InteractiveRandom(); // randomness
+ TranslateMessage(&mesg);
DispatchMessage(&mesg);
}
if (_exit_game) return;