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Fix Key Released events in fullscreen (close #465)
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@ -42,7 +42,7 @@
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while ((event = [NSApp nextEventMatchingMask:NSAnyEventMask
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while ((event = [NSApp nextEventMatchingMask:NSAnyEventMask
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untilDate:[NSDate distantPast]
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untilDate:[NSDate distantPast]
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inMode:NSDefaultRunLoopMode
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inMode:NSDefaultRunLoopMode
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dequeue:YES])) // Remove the event from the dequeue
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dequeue:YES])) // Remove the event from the queue
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{
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{
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[NSApp sendEvent:event];
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[NSApp sendEvent:event];
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}
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}
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@ -50,9 +50,13 @@
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-(void)sendEvent:(NSEvent *)anEvent
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-(void)sendEvent:(NSEvent *)anEvent
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{
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{
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if ([anEvent type] == NSKeyUp) {
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// Fullscreen windows have a strange behaviour with key up. To make
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[[[self mainWindow] firstResponder] tryToPerform:@selector(keyUp:)
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// sure the user gets an event we call (if possible) sfKeyUp on our
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with:anEvent];
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// custom OpenGL view. See -[SFOpenGLView sfKeyUp:] for more details.
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id firstResponder = [[anEvent window] firstResponder];
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if ([anEvent type] == NSKeyUp && [firstResponder respondsToSelector:@selector(sfKeyUp:)]) {
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[firstResponder sfKeyUp:anEvent];
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} else {
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} else {
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[super sendEvent:anEvent];
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[super sendEvent:anEvent];
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}
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}
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@ -619,8 +619,15 @@ BOOL isValidTextUnicode(NSEvent* event);
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////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////
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-(void)keyUp:(NSEvent *)theEvent
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-(void)sfKeyUp:(NSEvent *)theEvent
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{
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{
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// For some mystic reasons, key released events don't work the same way
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// as key pressed events... We somewhat hijack the event chain of response
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// in -[SFApplication sendEvent:] and resume this chain with the next
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// responder.
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// This is workaround to make sure key released events are fired in
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// fullscreen window too.
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// Transmit to non-SFML responder
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// Transmit to non-SFML responder
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[[self nextResponder] keyUp:theEvent];
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[[self nextResponder] keyUp:theEvent];
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