Merge pull request #15033 from poke1024/shortcuts-mac

Alternative keyboard shortcuts for macOS
This commit is contained in:
Rémi Verschelde 2018-01-04 14:56:29 +01:00 committed by GitHub
commit b997773b26
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2 changed files with 57 additions and 3 deletions

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@ -1329,8 +1329,44 @@ Ref<ShortCut> ED_GET_SHORTCUT(const String &p_path) {
return sc;
}
struct ShortCutMapping {
const char *path;
uint32_t keycode;
};
Ref<ShortCut> ED_SHORTCUT(const String &p_path, const String &p_name, uint32_t p_keycode) {
#ifdef OSX_ENABLED
static const ShortCutMapping macos_mappings[] = {
{ "editor/play", KEY_MASK_CMD | KEY_B },
{ "editor/play_scene", KEY_MASK_CMD | KEY_R },
{ "editor/pause_scene", KEY_MASK_CMD | KEY_MASK_CTRL | KEY_Y },
{ "editor/stop", KEY_MASK_CMD | KEY_PERIOD },
{ "editor/play_custom_scene", KEY_MASK_SHIFT | KEY_MASK_CMD | KEY_R },
{ "editor/editor_2d", KEY_MASK_ALT | KEY_1 },
{ "editor/editor_3d", KEY_MASK_ALT | KEY_2 },
{ "editor/editor_script", KEY_MASK_ALT | KEY_3 },
{ "editor/editor_help", KEY_MASK_ALT | KEY_SPACE },
{ "editor/fullscreen_mode", KEY_MASK_CMD | KEY_MASK_CTRL | KEY_F },
{ "editor/distraction_free_mode", KEY_MASK_CMD | KEY_MASK_CTRL | KEY_D },
{ "script_text_editor/contextual_help", KEY_MASK_ALT | KEY_MASK_SHIFT | KEY_SPACE },
{ "script_text_editor/find_next", KEY_MASK_CMD | KEY_G },
{ "script_text_editor/find_previous", KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_G },
{ "script_text_editor/toggle_breakpoint", KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_B }
};
if (p_keycode == KEY_DELETE) {
p_keycode = KEY_MASK_CMD | KEY_BACKSPACE;
} else {
for (int i = 0; i < sizeof(macos_mappings) / sizeof(ShortCutMapping); i++) {
if (p_path == macos_mappings[i].path) {
p_keycode = macos_mappings[i].keycode;
break;
}
}
}
#endif
Ref<InputEventKey> ie;
if (p_keycode) {
ie.instance();

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@ -99,10 +99,28 @@ static Vector2 get_mouse_pos(NSEvent *event) {
@implementation GodotApplication
- (void)sendEvent:(NSEvent *)event {
// special case handling of command-period, which is traditionally a special
// shortcut in macOS and doesn't arrive at our regular keyDown handler.
if ([event type] == NSKeyDown) {
if (([event modifierFlags] & NSEventModifierFlagCommand) && [event keyCode] == 0x2f) {
Ref<InputEventKey> k;
k.instance();
get_key_modifier_state([event modifierFlags], k);
k->set_pressed(true);
k->set_scancode(KEY_PERIOD);
k->set_echo([event isARepeat]);
OS_OSX::singleton->push_input(k);
}
}
// From http://cocoadev.com/index.pl?GameKeyboardHandlingAlmost
// This works around an AppKit bug, where key up events while holding
// down the command key don't get sent to the key window.
- (void)sendEvent:(NSEvent *)event {
if ([event type] == NSKeyUp && ([event modifierFlags] & NSCommandKeyMask))
[[self keyWindow] sendEvent:event];
else