Hi,

Hm, strange indeed.

You can easily follow what is happening by watching the status line (no 
need to actually enter a complete move and thus change application state 
and complicate analysis).

It happens in both Windows and Linux and I do not think it has anything 
to do with the filter.

It seems to be a state machine issue, and it depends on where you put 
focus (in docked mode at least). Just play with the N key and move/click 
a bit in the game info and board window and thereabouts. Suddenly the N 
(can this particular key accidentally be hooked to some event handler?) 
responds normally and the issue does no longer reproduce...
Also hovering over one of the icons, making a help text appear in the 
status line (...?...) seems to have impact.

Could it be the change regarding the size of the information area?

Puzzled,
Joost.

On 01/12/2011 09:20 PM, Alexander Wagner wrote:
> Hi!
>
> Current cvs: keyboard move entry seems broken in case a piece is to be 
> moved.
>
> Reproduce it:
> - Open a new game
> - Focus main window
> - Key in "Nf3"
>
> Notice that the N gets ignored, Scid moves "f3" with a pawn.
>
> - Open a new game
> - Focus main window
> - Key in "Nf<DEL>Nf3"
>
> Now the N is recognised, and Scid moves Nf3 as expected.
>
> Source: main.tcl, l.109
>
> $ch is passed correctly, but in the first case sc_pos matchMoves does 
> not return a valid move while in the second it does.
>
> Side effect of recent filter changes? E.g. tkscid.cpp, l.10459
>
>     Position * p = db->game->GetCurrentPos();
>
> cu
> Alexander
>


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