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Alternative fix strategy by checking for binding state
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parent
bbb7ceab43
commit
97caa1f8a4
@ -558,36 +558,51 @@ namespace MWInput
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void InputManager::keyReleased(const SDL_KeyboardEvent &arg )
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void InputManager::keyReleased(const SDL_KeyboardEvent &arg )
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{
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{
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mInputBinder->keyReleased (arg);
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OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
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OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
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MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc));
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setPlayerControlsEnabled(!MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc)));
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mInputBinder->keyReleased (arg);
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}
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}
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void InputManager::mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id )
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void InputManager::mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id )
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{
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{
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mInputBinder->mousePressed (arg, id);
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bool guiMode = false;
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if (id != SDL_BUTTON_LEFT && id != SDL_BUTTON_RIGHT)
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if (id == SDL_BUTTON_LEFT || id == SDL_BUTTON_RIGHT) // MyGUI has no use for these events
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return; // MyGUI has no use for these events
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MyGUI::InputManager::getInstance().injectMousePress(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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if (MyGUI::InputManager::getInstance ().getMouseFocusWidget () != 0)
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{
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{
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MyGUI::Button* b = MyGUI::InputManager::getInstance ().getMouseFocusWidget ()->castType<MyGUI::Button>(false);
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MyGUI::InputManager::getInstance().injectMousePress(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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if (b && b->getEnabled())
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guiMode = guiMode && MWBase::Environment::get().getWindowManager()->isGuiMode();
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if (MyGUI::InputManager::getInstance ().getMouseFocusWidget () != 0)
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{
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{
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MWBase::Environment::get().getSoundManager ()->playSound ("Menu Click", 1.f, 1.f);
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MyGUI::Button* b = MyGUI::InputManager::getInstance ().getMouseFocusWidget ()->castType<MyGUI::Button>(false);
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if (b && b->getEnabled())
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{
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MWBase::Environment::get().getSoundManager ()->playSound ("Menu Click", 1.f, 1.f);
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}
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}
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}
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}
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}
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setPlayerControlsEnabled(!guiMode);
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mInputBinder->mousePressed (arg, id);
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}
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}
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void InputManager::mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id )
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void InputManager::mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id )
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{
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{
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mInputBinder->mouseReleased (arg, id);
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MyGUI::InputManager::getInstance().injectMouseRelease(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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if(mInputBinder->detectingBindingState())
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{
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mInputBinder->mouseReleased (arg, id);
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} else {
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bool guiMode = MyGUI::InputManager::getInstance().injectMouseRelease(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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guiMode = guiMode && MWBase::Environment::get().getWindowManager()->isGuiMode();
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if(mInputBinder->detectingBindingState()) return; // don't allow same mouseup to bind as initiated bind
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setPlayerControlsEnabled(!guiMode);
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mInputBinder->mouseReleased (arg, id);
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}
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}
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}
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void InputManager::mouseMoved(const SFO::MouseMotionEvent &arg )
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void InputManager::mouseMoved(const SFO::MouseMotionEvent &arg )
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5
extern/oics/ICSInputControlSystem.cpp
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5
extern/oics/ICSInputControlSystem.cpp
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@ -796,6 +796,11 @@ namespace ICS
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mMouseAxisBindingInitialValues[0] = ICS_MOUSE_AXIS_BINDING_NULL_VALUE;
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mMouseAxisBindingInitialValues[0] = ICS_MOUSE_AXIS_BINDING_NULL_VALUE;
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}
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}
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bool InputControlSystem::detectingBindingState()
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{
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return mDetectingBindingControl != NULL;
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}
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void InputControlSystem::cancelDetectingBindingState()
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void InputControlSystem::cancelDetectingBindingState()
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{
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{
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mDetectingBindingControl = NULL;
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mDetectingBindingControl = NULL;
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1
extern/oics/ICSInputControlSystem.h
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1
extern/oics/ICSInputControlSystem.h
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@ -146,6 +146,7 @@ namespace ICS
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void enableDetectingBindingState(Control* control, Control::ControlChangingDirection direction);
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void enableDetectingBindingState(Control* control, Control::ControlChangingDirection direction);
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void cancelDetectingBindingState();
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void cancelDetectingBindingState();
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bool detectingBindingState();
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bool save(std::string fileName = "");
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bool save(std::string fileName = "");
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