Linux: Makes keyboard state save/loading work. I put it in the GL plugin so it can be used even if multiple pad plugins are used

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@564 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Sonicadvance1 2008-09-17 21:21:24 +00:00
parent bb685d4fb4
commit bb248a43de
1 changed files with 28 additions and 2 deletions

View File

@ -504,16 +504,40 @@ void OpenGL_Update()
#else // GLX #else // GLX
// We just check all of our events here // We just check all of our events here
XEvent event; XEvent event;
KeySym key;
static bool ShiftPressed = false;
static bool ControlPressed = false;
static int FKeyPressed = -1;
int num_events = XPending(GLWin.dpy); int num_events = XPending(GLWin.dpy);
while (XPending(GLWin.dpy) > 0 && num_events != 0) { while (XPending(GLWin.dpy) > 0 && num_events != 0) {
XNextEvent(GLWin.dpy, &event); XNextEvent(GLWin.dpy, &event);
switch(event.type) switch(event.type)
{ {
case KeyPress:
case KeyRelease: case KeyRelease:
key = XLookupKeysym((XKeyEvent*)&event, 0);
if(key >= XK_F1 && key <= XK_F9)
{
g_VideoInitialize.pKeyPress(FKeyPressed, ShiftPressed, ControlPressed);
FKeyPressed = -1;
}
if(key == XK_Shift_L || key == XK_Shift_L)
ShiftPressed = false;
if(key == XK_Control_L || key == XK_Control_L)
ControlPressed = false;
XPutBackEvent(GLWin.dpy, &event);
break;
case KeyPress:
key = XLookupKeysym((XKeyEvent*)&event, 0);
if(key >= XK_F1 && key <= XK_F9)
FKeyPressed = key - 0xff4e;
if(key == XK_Shift_L || key == XK_Shift_L)
ShiftPressed = true;
if(key == XK_Control_L || key == XK_Control_L)
ControlPressed = true;
XPutBackEvent(GLWin.dpy, &event);
break;
case ButtonPress: case ButtonPress:
case ButtonRelease: case ButtonRelease:
//Quickly! Put it back in so padsimple can use it!
XPutBackEvent(GLWin.dpy, &event); XPutBackEvent(GLWin.dpy, &event);
break; break;
case ConfigureNotify: case ConfigureNotify:
@ -531,6 +555,8 @@ void OpenGL_Update()
default: default:
//TODO: Should we put the event back if we don't handle it? //TODO: Should we put the event back if we don't handle it?
// I think we handle all the needed ones, the rest shouldn't matter // I think we handle all the needed ones, the rest shouldn't matter
// But to be safe, let's but them back anyway
XPutBackEvent(GLWin.dpy, &event);
break; break;
} }
num_events--; num_events--;