Merge pull request #28 from haganbmj/unicode-character-entry

fix: correct unicode text entry behavior (fixes twanvl#121)
This commit is contained in:
Brendan Hagan
2022-07-22 00:02:49 -04:00
committed by GitHub
4 changed files with 21 additions and 5 deletions
+7
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@@ -9,6 +9,13 @@ Features:
Bug fixes:
------------------------------------------------------------------------------
version 2.2.2 (Unofficial), 2022-07-19
------------------------------------------------------------------------------
Bug fixes:
* Correct unicode text entry behavior. (twanvl#121)
------------------------------------------------------------------------------
version 2.2.1 (Unofficial), 2022-07-19
------------------------------------------------------------------------------
+1 -1
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@@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.13)
project(magicseteditor VERSION 2.2.1)
project(magicseteditor VERSION 2.2.2)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED True)
+4 -2
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@@ -266,8 +266,10 @@ void SymbolPartList::onChar(wxKeyEvent& ev) {
}
break;
default:
// See gui/value/text.cpp
#ifdef __WXMSW__
// See gui/value/text.cpp
#if defined UNICODE
if (ev.GetUnicodeKey() >= WXK_SPACE) {
#elif defined __WXMSW__
if (ev.GetKeyCode() >= _(' ') && ev.GetKeyCode() == (int)ev.GetRawKeyCode()) {
#else
if (ev.GetKeyCode() >= _(' ') /*&& ev.GetKeyCode() == (int)ev.GetRawKeyCode()*/) {
+9 -2
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@@ -482,8 +482,15 @@ bool TextValueEditor::onChar(wxKeyEvent& ev) {
}
}
return true;
default:
#ifdef __WXMSW__
default:
#if defined UNICODE
// I think in theory this works because the UnicodeKey is intended to be only character values.
// See the following link for pretty much an exact example of this type of handling.
// https://docs.wxwidgets.org/3.0/classwx_key_event.html#a3dccc5a254770931e5d8066ef47e7fb0
// Most of the special keys (<32) are handled in the case structure above anyways.
// I tried to replicate the Numpad issue mentioned below, but couldn't - so unclear if that's still relevant.
if (ev.GetUnicodeKey() >= WXK_SPACE) {
#elif defined __WXMSW__
if (ev.GetKeyCode() >= _(' ') && ev.GetKeyCode() == (int)ev.GetRawKeyCode()) {
// This check is need, otherwise pressing a key, say "0" on the numpad produces "a0"
// (don't ask me why)