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Enable Lua mouse engine handlers while in UI
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@ -119,9 +119,10 @@ namespace MWInput
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mBindingsManager->setPlayerControlsEnabled(!guiMode);
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mBindingsManager->mouseReleased(arg, id);
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MWBase::Environment::get().getLuaManager()->inputEvent(
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{ MWBase::LuaManager::InputEvent::MouseButtonReleased, arg.button });
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}
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MWBase::Environment::get().getLuaManager()->inputEvent(
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{ MWBase::LuaManager::InputEvent::MouseButtonReleased, arg.button });
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}
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void MouseManager::mouseWheelMoved(const SDL_MouseWheelEvent& arg)
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@ -130,11 +131,11 @@ namespace MWInput
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if (mBindingsManager->isDetectingBindingState() || !input->controlsDisabled())
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{
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mBindingsManager->mouseWheelMoved(arg);
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MWBase::Environment::get().getLuaManager()->inputEvent({ MWBase::LuaManager::InputEvent::MouseWheel,
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MWBase::LuaManager::InputEvent::WheelChange{ arg.x, arg.y } });
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}
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input->setJoystickLastUsed(false);
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MWBase::Environment::get().getLuaManager()->inputEvent({ MWBase::LuaManager::InputEvent::MouseWheel,
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MWBase::LuaManager::InputEvent::WheelChange{ arg.x, arg.y } });
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}
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void MouseManager::mousePressed(const SDL_MouseButtonEvent& arg, Uint8 id)
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@ -170,9 +171,9 @@ namespace MWInput
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if ((!settingsWindow || !settingsWindow->isVisible()) && !input->controlsDisabled())
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{
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mBindingsManager->mousePressed(arg, id);
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MWBase::Environment::get().getLuaManager()->inputEvent(
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{ MWBase::LuaManager::InputEvent::MouseButtonPressed, arg.button });
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}
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MWBase::Environment::get().getLuaManager()->inputEvent(
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{ MWBase::LuaManager::InputEvent::MouseButtonPressed, arg.button });
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}
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void MouseManager::updateCursorMode()
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@ -181,7 +181,6 @@ return {
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onKeyPress = function(key)
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bindButton(key.code ~= input.KEY.Escape and 'keyboard' or nil, key.code)
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end,
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-- TODO: currently never triggers, because mouse events are disabled while inside settings
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onMouseButtonPress = function(button)
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bindButton('mouse', button)
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end,
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