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-rw-r--r--backends/events/sdl/sdl-events.cpp15
1 files changed, 15 insertions, 0 deletions
diff --git a/backends/events/sdl/sdl-events.cpp b/backends/events/sdl/sdl-events.cpp
index 7b56a0a955..00e2f25cbc 100644
--- a/backends/events/sdl/sdl-events.cpp
+++ b/backends/events/sdl/sdl-events.cpp
@@ -872,6 +872,21 @@ uint32 SdlEventSource::obtainUnicode(const SDL_keysym keySym) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Event events[2];
+ // Update the event queue here to give SDL a chance to insert TEXTINPUT
+ // events for KEYDOWN events. Otherwise we have a high chance that on
+ // Windows the TEXTINPUT event is not in the event queue at this point.
+ // In this case we will get two events with ascii values due to mapKey
+ // and dispatchSDLEvent. This results in nasty double input of characters
+ // in the GUI.
+ //
+ // FIXME: This is all a bit fragile because in mapKey we derive the ascii
+ // value from the key code if no unicode value is given. This is legacy
+ // behavior and should be removed anyway. If that is removed, we might not
+ // even need to do this peeking here but instead can rely on the
+ // SDL_TEXTINPUT case in dispatchSDLEvent to introduce keydown/keyup with
+ // proper ASCII values (but with KEYCODE_INVALID as keycode).
+ SDL_PumpEvents();
+
// In SDL2, the unicode field has been removed from the keysym struct.
// Instead a SDL_TEXTINPUT event is generated on key combinations that
// generates unicode.