On macOS, fix assertion when pressing Fn key
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14140607d1
commit
7bed5eecfd
3 changed files with 95 additions and 91 deletions
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@ -16,6 +16,7 @@ Unreleased` header.
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- On Windows, fix `set_control_flow` in `AboutToWait` not being taken in account.
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- On macOS, send a `Resized` event after each `ScaleFactorChanged` event.
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- On Wayland, fix `wl_surface` being destroyed before associated objects.
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- On macOS, fix assertion when pressing `Fn` key.
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# 0.29.3
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@ -156,13 +156,11 @@ pub(crate) fn create_key_event(
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// Also not checking if this is a release event because then this issue would
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// still affect the key release.
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Some(text) if !has_ctrl => Key::Character(text.clone()),
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_ => {
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let modifierless_chars = match key_without_modifiers.as_ref() {
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Key::Character(ch) => ch,
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_ => "",
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};
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get_logical_key_char(ns_event, modifierless_chars)
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}
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_ => match key_without_modifiers.as_ref() {
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Key::Character(ch) => get_logical_key_char(ns_event, ch),
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// Don't try to get text for events which likely don't have it.
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_ => key_without_modifiers.clone(),
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},
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};
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(logical_key, key_without_modifiers)
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@ -74,8 +74,8 @@ enum ImeState {
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bitflags! {
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#[derive(Debug, Clone, Copy, PartialEq)]
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struct ModLocationMask: u8 {
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const LEFT = 1;
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const RIGHT = 2;
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const LEFT = 0b0001;
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const RIGHT = 0b0010;
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}
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}
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impl ModLocationMask {
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@ -88,13 +88,13 @@ impl ModLocationMask {
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}
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}
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fn key_to_modifier(key: &Key) -> ModifiersState {
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fn key_to_modifier(key: &Key) -> Option<ModifiersState> {
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match key {
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Key::Named(NamedKey::Alt) => ModifiersState::ALT,
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Key::Named(NamedKey::Control) => ModifiersState::CONTROL,
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Key::Named(NamedKey::Super) => ModifiersState::SUPER,
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Key::Named(NamedKey::Shift) => ModifiersState::SHIFT,
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_ => unreachable!(),
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Key::Named(NamedKey::Alt) => Some(ModifiersState::ALT),
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Key::Named(NamedKey::Control) => Some(ModifiersState::CONTROL),
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Key::Named(NamedKey::Super) => Some(ModifiersState::SUPER),
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Key::Named(NamedKey::Shift) => Some(ModifiersState::SHIFT),
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_ => None,
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}
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}
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@ -924,91 +924,96 @@ impl WinitView {
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// event, thus we can't generate regular presses based on that. The `ModifiersChanged`
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// later will work though, since the flags are attached to the event and contain valid
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// information.
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if is_flags_changed_event && ns_event.key_code() != 0 {
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let scancode = ns_event.key_code();
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let physical_key = PhysicalKey::from_scancode(scancode as u32);
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'send_event: {
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if is_flags_changed_event && ns_event.key_code() != 0 {
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let scancode = ns_event.key_code();
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let physical_key = PhysicalKey::from_scancode(scancode as u32);
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// We'll correct the `is_press` later.
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let mut event = create_key_event(ns_event, false, false, Some(physical_key));
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// We'll correct the `is_press` later.
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let mut event = create_key_event(ns_event, false, false, Some(physical_key));
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let key = code_to_key(physical_key, scancode);
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let event_modifier = key_to_modifier(&key);
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event.physical_key = physical_key;
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event.logical_key = key.clone();
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event.location = code_to_location(physical_key);
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let location_mask = ModLocationMask::from_location(event.location);
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let key = code_to_key(physical_key, scancode);
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// Ignore processing of unkown modifiers because we can't determine whether
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// it was pressed or release reliably.
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let Some(event_modifier) = key_to_modifier(&key) else {
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break 'send_event;
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};
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event.physical_key = physical_key;
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event.logical_key = key.clone();
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event.location = code_to_location(physical_key);
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let location_mask = ModLocationMask::from_location(event.location);
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let mut phys_mod_state = self.state.phys_modifiers.borrow_mut();
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let phys_mod = phys_mod_state
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.entry(key)
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.or_insert(ModLocationMask::empty());
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let mut phys_mod_state = self.state.phys_modifiers.borrow_mut();
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let phys_mod = phys_mod_state
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.entry(key)
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.or_insert(ModLocationMask::empty());
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let is_active = current_modifiers.state().contains(event_modifier);
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let mut events = VecDeque::with_capacity(2);
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let is_active = current_modifiers.state().contains(event_modifier);
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let mut events = VecDeque::with_capacity(2);
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// There is no API for getting whether the button was pressed or released
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// during this event. For this reason we have to do a bit of magic below
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// to come up with a good guess whether this key was pressed or released.
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// (This is not trivial because there are multiple buttons that may affect
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// the same modifier)
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if !is_active {
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event.state = Released;
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if phys_mod.contains(ModLocationMask::LEFT) {
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let mut event = event.clone();
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event.location = KeyLocation::Left;
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event.physical_key = get_left_modifier_code(&event.logical_key).into();
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events.push_back(WindowEvent::KeyboardInput {
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device_id: DEVICE_ID,
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event,
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is_synthetic: false,
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});
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}
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if phys_mod.contains(ModLocationMask::RIGHT) {
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event.location = KeyLocation::Right;
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event.physical_key = get_right_modifier_code(&event.logical_key).into();
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events.push_back(WindowEvent::KeyboardInput {
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device_id: DEVICE_ID,
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event,
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is_synthetic: false,
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});
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}
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*phys_mod = ModLocationMask::empty();
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} else {
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// is_active
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if *phys_mod == location_mask {
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// Here we hit a contradiction:
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// The modifier state was "changed" to active,
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// yet the only pressed modifier key was the one that we
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// just got a change event for.
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// This seemingly means that the only pressed modifier is now released,
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// but at the same time the modifier became active.
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//
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// But this scenario is possible if we released modifiers
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// while the application was not in focus. (Because we don't
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// get informed of modifier key events while the application
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// is not focused)
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// In this case we prioritize the information
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// about the current modifier state which means
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// that the button was pressed.
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event.state = Pressed;
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// There is no API for getting whether the button was pressed or released
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// during this event. For this reason we have to do a bit of magic below
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// to come up with a good guess whether this key was pressed or released.
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// (This is not trivial because there are multiple buttons that may affect
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// the same modifier)
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if !is_active {
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event.state = Released;
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if phys_mod.contains(ModLocationMask::LEFT) {
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let mut event = event.clone();
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event.location = KeyLocation::Left;
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event.physical_key = get_left_modifier_code(&event.logical_key).into();
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events.push_back(WindowEvent::KeyboardInput {
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device_id: DEVICE_ID,
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event,
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is_synthetic: false,
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});
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}
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if phys_mod.contains(ModLocationMask::RIGHT) {
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event.location = KeyLocation::Right;
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event.physical_key = get_right_modifier_code(&event.logical_key).into();
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events.push_back(WindowEvent::KeyboardInput {
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device_id: DEVICE_ID,
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event,
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is_synthetic: false,
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});
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}
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*phys_mod = ModLocationMask::empty();
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} else {
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phys_mod.toggle(location_mask);
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let is_pressed = phys_mod.contains(location_mask);
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event.state = if is_pressed { Pressed } else { Released };
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if *phys_mod == location_mask {
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// Here we hit a contradiction:
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// The modifier state was "changed" to active,
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// yet the only pressed modifier key was the one that we
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// just got a change event for.
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// This seemingly means that the only pressed modifier is now released,
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// but at the same time the modifier became active.
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//
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// But this scenario is possible if we released modifiers
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// while the application was not in focus. (Because we don't
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// get informed of modifier key events while the application
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// is not focused)
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// In this case we prioritize the information
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// about the current modifier state which means
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// that the button was pressed.
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event.state = Pressed;
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} else {
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phys_mod.toggle(location_mask);
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let is_pressed = phys_mod.contains(location_mask);
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event.state = if is_pressed { Pressed } else { Released };
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}
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events.push_back(WindowEvent::KeyboardInput {
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device_id: DEVICE_ID,
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event,
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is_synthetic: false,
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});
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}
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events.push_back(WindowEvent::KeyboardInput {
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device_id: DEVICE_ID,
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event,
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is_synthetic: false,
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});
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}
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drop(phys_mod_state);
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drop(phys_mod_state);
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for event in events {
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self.queue_event(event);
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for event in events {
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self.queue_event(event);
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}
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}
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}
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