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Clear up SDL_KEYDOWN/SDL_TEXTINPUT logic

Andrew Alderwick authored on 04/01/2022 01:12:03
Showing 1 changed files
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@@ -465,20 +465,19 @@ run(Uxn *u)
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 			else if(event.type == SDL_MOUSEWHEEL)
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 				mouse_scroll(devmouse, event.wheel.x, event.wheel.y);
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 			/* Controller */
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-			else if(event.type == SDL_KEYDOWN || event.type == SDL_TEXTINPUT) {
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-				if(event.type == SDL_TEXTINPUT)
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-					controller_key(devctrl, event.text.text[0]);
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-				else if(get_key(&event))
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+			else if(event.type == SDL_TEXTINPUT)
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+				controller_key(devctrl, event.text.text[0]);
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+			else if(event.type == SDL_KEYDOWN) {
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+				int ksym;
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+				if(get_key(&event))
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 					controller_key(devctrl, get_key(&event));
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 				else if(get_button(&event))
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 					controller_down(devctrl, get_button(&event));
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 				else
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 					do_shortcut(u, &event);
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-				if(event.type == SDL_KEYDOWN) {
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-					int ksym = event.key.keysym.sym;
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-					if(SDL_PeepEvents(&event, 1, SDL_PEEKEVENT, SDL_KEYUP, SDL_KEYUP) == 1 && ksym == event.key.keysym.sym)
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-						break;
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-				}
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+				ksym = event.key.keysym.sym;
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+				if(SDL_PeepEvents(&event, 1, SDL_PEEKEVENT, SDL_KEYUP, SDL_KEYUP) == 1 && ksym == event.key.keysym.sym)
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+					break;
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 			} else if(event.type == SDL_KEYUP)
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 				controller_up(devctrl, get_button(&event));
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 			else if(event.type == SDL_JOYAXISMOTION) {