This workaround is no longer effective with the new system handler
method of handling keyboard events. The bug has also been fixed
in upstream FLTK, further making it pointless.
}
// Continue processing so that the viewport also gets mouse events
break;
-
- case FL_SHORTCUT:
- // Sometimes the focus gets out of whack and we fall through to the
- // shortcut dispatching. Try to make things sane again...
- if (Fl::focus() == NULL) {
- take_focus();
- Fl::handle(FL_KEYDOWN, this);
- }
- return 1;
}
return Fl_Window::handle(event);