Added logic to filter out standalone modifier keys when setting game pad button to key sequence remaps.

This commit is contained in:
mjbudd77 2021-03-25 06:28:31 -04:00
parent 739dc2a16d
commit 4be5045fc7
1 changed files with 11 additions and 6 deletions

View File

@ -1922,10 +1922,17 @@ void GamePadConfigHotKey_t::setKeyNameLbl( QLineEdit *lbl )
//----------------------------------------------------
void GamePadConfigHotKey_t::keyPressEvent(QKeyEvent *event)
{
bool isModifier;
//printf("GamePad Hot Key Press: 0x%x '%s'\n", event->key(), event->text().toStdString().c_str() );
//pushKeyEvent(event, 1);
if ( captureState )
isModifier = (event->key() == Qt::Key_Shift ) ||
(event->key() == Qt::Key_Control ) ||
(event->key() == Qt::Key_Meta ) ||
(event->key() == Qt::Key_Alt ) ||
(event->key() == Qt::Key_AltGr ) ||
(event->key() == Qt::Key_CapsLock);
if ( captureState && !isModifier )
{
QKeySequence ks( event->modifiers() + event->key() );
@ -1937,15 +1944,13 @@ void GamePadConfigHotKey_t::keyPressEvent(QKeyEvent *event)
{
keySeqLbl->setText( ks.toString() );
}
captureState = false;
setStyleSheet(NULL);
}
}
void GamePadConfigHotKey_t::keyReleaseEvent(QKeyEvent *event)
{
//printf("GamePad Hot Key Release: 0x%x \n", event->key() );
//pushKeyEvent(event, 0);
captureState = false;
setStyleSheet(NULL);
}
//----------------------------------------------------