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https://github.com/lihop/godot-xterm.git
synced 2024-11-21 17:20:25 +01:00
Add support for key input
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parent
580760ffad
commit
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2 changed files with 59 additions and 1 deletions
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@ -6,11 +6,13 @@
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#include <godot_cpp/classes/control.hpp>
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#include <godot_cpp/classes/font.hpp>
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#include <godot_cpp/classes/image_texture.hpp>
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#include <godot_cpp/classes/input_event_key.hpp>
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#include <godot_cpp/classes/rendering_server.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/classes/shader_material.hpp>
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#include <godot_cpp/classes/timer.hpp>
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#include <libtsm.h>
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#include <xkbcommon/xkbcommon-keysyms.h>
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#define SHADERS_DIR "res://addons/godot_xterm/shaders/"
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#define FOREGROUND_SHADER_PATH SHADERS_DIR "foreground.gdshader"
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@ -64,10 +66,13 @@ void Terminal::_bind_methods()
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ClassDB::bind_method(D_METHOD("write", "data"), &Terminal::write);
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ClassDB::bind_method(D_METHOD("get_cursor_pos"), &Terminal::get_cursor_pos);
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ClassDB::bind_method(D_METHOD("_on_gui_input", "event"), &Terminal::_gui_input);
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}
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Terminal::Terminal()
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{
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set_focus_mode(FOCUS_ALL);
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max_scrollback = 1000;
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blink_on_time = 0.6;
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@ -93,6 +98,7 @@ Terminal::Terminal()
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}
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tsm_vte_set_bell_cb(vte, &Terminal::_bell_cb, this);
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initialize_input();
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initialize_rendering();
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update_theme();
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update_sizes();
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@ -163,6 +169,10 @@ String Terminal::write(const Variant data)
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return response.get_string_from_utf8();
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}
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void Terminal::_gui_input(const Ref<InputEvent> &event) {
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_handle_key_input(event);
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}
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void Terminal::_notification(int what)
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{
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switch (what)
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@ -592,4 +602,46 @@ void Terminal::set_inverse_mode(const int mode) {
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int Terminal::get_inverse_mode() const {
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return static_cast<int>(inverse_mode);
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}
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}
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void Terminal::initialize_input() {
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connect("gui_input", Callable(this, "_on_gui_input"));
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}
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void Terminal::_handle_key_input(Ref<InputEventKey> event) {
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if (!event.is_valid() || !event->is_pressed())
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return;
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const Key keycode = event->get_keycode();
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char32_t unicode = event->get_unicode();
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uint32_t ascii = unicode <= 127 ? unicode : 0;
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unsigned int mods = 0;
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if (event->is_alt_pressed())
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mods |= TSM_SHIFT_MASK;
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if (event->is_ctrl_pressed())
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mods |= TSM_CONTROL_MASK;
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if (event->is_shift_pressed())
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mods |= TSM_SHIFT_MASK;
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std::pair<Key, char32_t> key = {keycode, unicode};
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uint32_t keysym = (KEY_MAP.count(key) > 0) ? KEY_MAP.at(key) : XKB_KEY_NoSymbol;
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last_input_event_key = event;
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tsm_vte_handle_keyboard(vte, keysym, ascii, mods, unicode ? unicode : TSM_VTE_INVALID);
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// Return to the bottom of the scrollback buffer if we scrolled up. Ignore
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// modifier keys pressed in isolation or if Ctrl+Shift modifier keys are
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// pressed.
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std::set<Key> mod_keys = {KEY_ALT, KEY_SHIFT, KEY_CTRL, KEY_META};
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if (mod_keys.find(keycode) == mod_keys.end() &&
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!(event->is_ctrl_pressed() && event->is_shift_pressed())) {
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tsm_screen_sb_reset(screen);
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queue_redraw();
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}
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// Prevent focus changing to other inputs when pressing Tab or Arrow keys.
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std::set<Key> tab_arrow_keys = {KEY_LEFT, KEY_UP, KEY_RIGHT, KEY_DOWN, KEY_TAB};
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if (tab_arrow_keys.find(keycode) != tab_arrow_keys.end())
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accept_event();
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}
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@ -7,6 +7,7 @@
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#include <godot_cpp/classes/control.hpp>
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#include <godot_cpp/classes/image_texture.hpp>
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#include <godot_cpp/classes/input_event_key.hpp>
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#include <godot_cpp/classes/rendering_server.hpp>
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#include <godot_cpp/classes/shader_material.hpp>
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#include <godot_cpp/classes/timer.hpp>
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@ -75,6 +76,7 @@ namespace godot
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String write(const Variant data);
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void _gui_input(const Ref<InputEvent> &event) override;
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protected:
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static void _bind_methods();
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@ -146,6 +148,10 @@ namespace godot
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void _get_property_list(List<PropertyInfo> *p_list) const;
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bool _is_valid_color_name(const String &p_name);
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bool _is_valid_font_type(const String &p_name);
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Ref<InputEventKey> last_input_event_key;
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void initialize_input();
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void _handle_key_input(Ref<InputEventKey> event);
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};
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} // namespace godot
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