[CinCV TNG] lazy insertion point movement when using keypad
ml1 at aimvis.de
Thu Aug 10 14:33:53 CEST 2017
Thank you, it works. :)
For the sake of completeness:
> XKeyEvents have a "Key masks" used as modifier bits,
> ctrl_mask = (key_state & ControlMask) ? 1 : 0; // ctrl key down
> shift_mask = (key_state & ShiftMask) ? 1 : 0; // shift key down
> alt_mask = (key_state & Mod1Mask) ? 1 : 0; // alt key down
> While it is true that you can access the num-lock state with
I never wrote code that had to directly deal with keypad input. I only
used "xev" to quickly check the differences and got for example
num on / num off
KP_1 / KP_End
KP_2 / KP_Down
KP_3 / KP_Next
KP_4 / KP_Left
KP_5 / KP_Begin
KP_6 / KP_Right
But for KP_Add and KP_Enter we are out of luck, it's the same for
Num_Lock on and Num_Lock off.
But never mind! The shift-solution works.
> the num-lock state affects the way the numeric pad is
> interpreted by other applications which may be also in use at the
> same time.
That would be pefectly ok for me.
> there is a shift key near the the numeric pad anyway - my laptop has
> it just as close as the 0 key while the desktop has only a single
> column between so it is still easy enough to reach with the right
Not on the keyboards that I use ...
> Give it a try and let us know what you think.
I press keypad2 (play). It plays.
I press keypad2 again (or keypad0) to stop. It stops, *but*:
In the main window the insertion point 'hops' one additional frame
Same behavior, but other way round when playing backwards (hops one
I guess this is probably related to my initial question.
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