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-rw-r--r--src/gui/kernel/qshortcutmap.cpp63
1 files changed, 21 insertions, 42 deletions
diff --git a/src/gui/kernel/qshortcutmap.cpp b/src/gui/kernel/qshortcutmap.cpp
index 3e267f2e0b..9c8218b7b5 100644
--- a/src/gui/kernel/qshortcutmap.cpp
+++ b/src/gui/kernel/qshortcutmap.cpp
@@ -84,7 +84,7 @@ struct QShortcutEntry
QShortcutMap::ContextMatcher contextMatcher;
};
-#if 0 //ndef QT_NO_DEBUG_STREAM
+#ifdef Dump_QShortcutMap
/*! \internal
QDebug operator<< for easy debug output of the shortcut entries.
*/
@@ -99,7 +99,7 @@ static QDebug &operator<<(QDebug &dbg, const QShortcutEntry *se)
<< "), owner(" << se->owner << ')';
return dbg;
}
-#endif // QT_NO_DEBUGSTREAM
+#endif // Dump_QShortcutMap
/* \internal
Private data for QShortcutMap
@@ -309,59 +309,42 @@ QKeySequence::SequenceMatch QShortcutMap::state()
}
/*! \internal
- Uses ShortcutOverride event to see if any widgets want to override
- the event. If not, uses nextState(QKeyEvent) to check for a grabbed
- Shortcut, and dispatchEvent() is found and identical.
+ Uses nextState(QKeyEvent) to check for a grabbed shortcut.
- \note that this function should only be called from QWindowSystemInterface,
- otherwise it will result in duplicate events.
+ If so, it is dispatched using dispatchEvent().
+
+ Returns true if a shortcut handled the event.
\sa nextState, dispatchEvent
*/
-bool QShortcutMap::tryShortcutEvent(QObject *o, QKeyEvent *e)
+bool QShortcutMap::tryShortcut(QKeyEvent *e)
{
Q_D(QShortcutMap);
if (e->key() == Qt::Key_unknown)
return false;
- bool wasAccepted = e->isAccepted();
- bool wasSpontaneous = e->spont;
- if (d->currentState == QKeySequence::NoMatch) {
- ushort orgType = e->t;
- e->t = QEvent::ShortcutOverride;
- e->ignore();
- QCoreApplication::sendEvent(o, e);
- e->t = orgType;
- e->spont = wasSpontaneous;
- if (e->isAccepted()) {
- if (!wasAccepted)
- e->ignore();
- return false;
- }
- }
-
- QKeySequence::SequenceMatch result = nextState(e);
- bool stateWasAccepted = e->isAccepted();
- if (wasAccepted)
- e->accept();
- else
- e->ignore();
-
- int identicalMatches = d->identicals.count();
+ QKeySequence::SequenceMatch previousState = state();
- switch(result) {
+ switch (nextState(e)) {
case QKeySequence::NoMatch:
- return stateWasAccepted;
+ // In the case of going from a partial match to no match we handled the
+ // event, since we already stated that we did for the partial match. But
+ // in the normal case of directly going to no match we say we didn't.
+ return previousState == QKeySequence::PartialMatch;
+ case QKeySequence::PartialMatch:
+ // For a partial match we don't know yet if we will handle the shortcut
+ // but we need to say we did, so that we get the follow-up key-presses.
+ return true;
case QKeySequence::ExactMatch:
resetState();
dispatchEvent(e);
+ // If there are no identicals we've only found disabled shortcuts, and
+ // shouldn't say that we handled the event.
+ return d->identicals.count() > 0;
default:
- break;
+ Q_UNREACHABLE();
}
- // If nextState is QKeySequence::ExactMatch && identicals.count == 0
- // we've only found disabled shortcuts
- return identicalMatches > 0 || result == QKeySequence::PartialMatch;
}
/*! \internal
@@ -396,10 +379,6 @@ QKeySequence::SequenceMatch QShortcutMap::nextState(QKeyEvent *e)
}
}
- // Should we eat this key press?
- if (d->currentState == QKeySequence::PartialMatch
- || (d->currentState == QKeySequence::ExactMatch && d->identicals.count()))
- e->accept();
// Does the new state require us to clean up?
if (result == QKeySequence::NoMatch)
clearSequence(d->currentSequences);