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Make Activate key accept GUI buttons
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parent
76ddf8d794
commit
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@ -162,14 +162,13 @@ namespace MWInput
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void InputManager::setPlayerControlsEnabled(bool enabled)
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{
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int nPlayerChannels = 18;
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int playerChannels[] = {A_Activate, A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
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int playerChannels[] = {A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
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A_ToggleSpell, A_Rest, A_QuickKey1, A_QuickKey2,
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A_QuickKey3, A_QuickKey4, A_QuickKey5, A_QuickKey6,
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A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10,
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A_Use, A_Journal};
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for(int i = 0; i < nPlayerChannels; i++) {
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for(size_t i = 0; i < sizeof(playerChannels)/sizeof(playerChannels[0]); i++) {
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int pc = playerChannels[i];
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mInputBinder->getChannel(pc)->setEnabled(enabled);
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}
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@ -234,8 +233,7 @@ namespace MWInput
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break;
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case A_Activate:
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resetIdleTime();
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if (!MWBase::Environment::get().getWindowManager()->isGuiMode())
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activate();
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activate();
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break;
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case A_Journal:
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toggleJournal ();
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@ -1080,7 +1078,9 @@ namespace MWInput
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void InputManager::activate()
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{
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if (mControlSwitch["playercontrols"])
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0);
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else if (mControlSwitch["playercontrols"])
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mPlayer->activate();
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}
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