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Wayland: Pass unmodified symbols to key events
Before this change we would internationalize the keycode itself in all `InputEventKey`s, confusing the whole input subsystem.
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1 changed files with 10 additions and 2 deletions
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@ -193,12 +193,20 @@ Vector<uint8_t> WaylandThread::_wp_primary_selection_offer_read(struct wl_displa
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// Sets up an `InputEventKey` and returns whether it has any meaningful value.
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bool WaylandThread::_seat_state_configure_key_event(SeatState &p_ss, Ref<InputEventKey> p_event, xkb_keycode_t p_keycode, bool p_pressed) {
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// TODO: Handle keys that release multiple symbols?
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Key keycode = KeyMappingXKB::get_keycode(xkb_state_key_get_one_sym(p_ss.xkb_state, p_keycode));
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// NOTE: xkbcommon's API really encourages to apply the modifier state but we
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// only want a "plain" symbol so that we can convert it into a godot keycode.
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const xkb_keysym_t *syms = nullptr;
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int num_sys = xkb_keymap_key_get_syms_by_level(p_ss.xkb_keymap, p_keycode, p_ss.current_layout_index, 0, &syms);
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Key physical_keycode = KeyMappingXKB::get_scancode(p_keycode);
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KeyLocation key_location = KeyMappingXKB::get_location(p_keycode);
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uint32_t unicode = xkb_state_key_get_utf32(p_ss.xkb_state, p_keycode);
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Key keycode = Key::NONE;
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if (num_sys > 0 && syms) {
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keycode = KeyMappingXKB::get_keycode(syms[0]);
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}
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if (keycode == Key::NONE) {
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keycode = physical_keycode;
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}
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