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Skip key down event if preceded by its key equivalent version (#2692)
Fixes https://linear.app/zed-industries/issue/Z-2552/pressing-two-keystrokes-in-rapid-succession-ignores-the-latter Previously, we would only track whether the previous key down event was a key equivalent. However, this could cause issues when pressing certain keystrokes in rapid succession, e.g.: - Pressing `shift-right` (to select a character, dispatched as a key equivalent) - Pressing a character (with or without `shift` held down, dispatched as a key down) This would cause GPUI to ignore the second event because it was preceded by a key equivalent event. With this commit, we track the last key equivalent event, and skip the key down event only if it matches the last key equivalent event. Release Notes: - Fixed a bug that could cause certain keystrokes performed in rapid succession to incorrectly get ignored.
This commit is contained in:
commit
79ece8a86e
2 changed files with 24 additions and 37 deletions
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@ -4,7 +4,7 @@ use pathfinder_geometry::vector::vec2f;
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use crate::{geometry::vector::Vector2F, keymap_matcher::Keystroke};
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug, Eq, PartialEq)]
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pub struct KeyDownEvent {
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pub keystroke: Keystroke,
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pub is_held: bool,
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@ -232,10 +232,6 @@ unsafe fn build_window_class(name: &'static str, superclass: &Class) -> *const C
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sel!(canBecomeKeyWindow),
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yes as extern "C" fn(&Object, Sel) -> BOOL,
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);
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decl.add_method(
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sel!(sendEvent:),
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send_event as extern "C" fn(&Object, Sel, id),
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);
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decl.add_method(
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sel!(windowDidResize:),
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window_did_resize as extern "C" fn(&Object, Sel, id),
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@ -299,7 +295,7 @@ struct WindowState {
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appearance_changed_callback: Option<Box<dyn FnMut()>>,
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input_handler: Option<Box<dyn InputHandler>>,
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pending_key_down: Option<(KeyDownEvent, Option<InsertText>)>,
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performed_key_equivalent: bool,
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last_key_equivalent: Option<KeyDownEvent>,
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synthetic_drag_counter: usize,
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executor: Rc<executor::Foreground>,
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scene_to_render: Option<Scene>,
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@ -521,7 +517,7 @@ impl Window {
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appearance_changed_callback: None,
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input_handler: None,
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pending_key_down: None,
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performed_key_equivalent: false,
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last_key_equivalent: None,
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synthetic_drag_counter: 0,
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executor,
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scene_to_render: Default::default(),
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@ -965,36 +961,34 @@ extern "C" fn handle_key_event(this: &Object, native_event: id, key_equivalent:
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let window_height = window_state_borrow.content_size().y();
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let event = unsafe { Event::from_native(native_event, Some(window_height)) };
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if let Some(event) = event {
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if let Some(Event::KeyDown(event)) = event {
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// For certain keystrokes, macOS will first dispatch a "key equivalent" event.
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// If that event isn't handled, it will then dispatch a "key down" event. GPUI
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// makes no distinction between these two types of events, so we need to ignore
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// the "key down" event if we've already just processed its "key equivalent" version.
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if key_equivalent {
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window_state_borrow.performed_key_equivalent = true;
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} else if window_state_borrow.performed_key_equivalent {
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window_state_borrow.last_key_equivalent = Some(event.clone());
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} else if window_state_borrow.last_key_equivalent.take().as_ref() == Some(&event) {
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return NO;
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}
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let function_is_held;
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window_state_borrow.pending_key_down = match event {
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Event::KeyDown(event) => {
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let keydown = event.keystroke.clone();
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// Ignore events from held-down keys after some of the initially-pressed keys
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// were released.
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if event.is_held {
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if window_state_borrow.last_fresh_keydown.as_ref() != Some(&keydown) {
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return YES;
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}
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} else {
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window_state_borrow.last_fresh_keydown = Some(keydown);
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}
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function_is_held = event.keystroke.function;
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Some((event, None))
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let keydown = event.keystroke.clone();
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let fn_modifier = keydown.function;
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// Ignore events from held-down keys after some of the initially-pressed keys
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// were released.
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if event.is_held {
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if window_state_borrow.last_fresh_keydown.as_ref() != Some(&keydown) {
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return YES;
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}
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_ => return NO,
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};
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} else {
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window_state_borrow.last_fresh_keydown = Some(keydown);
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}
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window_state_borrow.pending_key_down = Some((event, None));
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drop(window_state_borrow);
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if !function_is_held {
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// Send the event to the input context for IME handling, unless the `fn` modifier is
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// being pressed.
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if !fn_modifier {
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unsafe {
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let input_context: id = msg_send![this, inputContext];
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let _: BOOL = msg_send![input_context, handleEvent: native_event];
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@ -1143,13 +1137,6 @@ extern "C" fn cancel_operation(this: &Object, _sel: Sel, _sender: id) {
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}
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}
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extern "C" fn send_event(this: &Object, _: Sel, native_event: id) {
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unsafe {
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let _: () = msg_send![super(this, class!(NSWindow)), sendEvent: native_event];
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get_window_state(this).borrow_mut().performed_key_equivalent = false;
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}
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}
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extern "C" fn window_did_resize(this: &Object, _: Sel, _: id) {
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let window_state = unsafe { get_window_state(this) };
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window_state.as_ref().borrow().move_traffic_light();
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