Fix composite binds that open chat, console or menus

Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being released can be handled in all components also after some components have been disabled.

Closes #8901.
This commit is contained in:
Robert Müller 2024-08-11 12:07:24 +02:00
parent 0f12044fcd
commit 0d93b1add7
3 changed files with 30 additions and 15 deletions

View file

@ -5,6 +5,8 @@
#include <engine/config.h> #include <engine/config.h>
#include <engine/shared/config.h> #include <engine/shared/config.h>
#include <game/client/components/chat.h>
#include <game/client/components/console.h>
#include <game/client/gameclient.h> #include <game/client/gameclient.h>
static const ColorRGBA gs_BindPrintColor{1.0f, 1.0f, 0.8f, 1.0f}; static const ColorRGBA gs_BindPrintColor{1.0f, 1.0f, 0.8f, 1.0f};
@ -126,7 +128,7 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
}); });
if(ActiveBind == m_vActiveBinds.end()) if(ActiveBind == m_vActiveBinds.end())
{ {
const auto &&OnPress = [&](int Mask) { const auto &&OnKeyPress = [&](int Mask) {
const char *pBind = m_aapKeyBindings[Mask][Event.m_Key]; const char *pBind = m_aapKeyBindings[Mask][Event.m_Key];
if(g_Config.m_ClSubTickAiming) if(g_Config.m_ClSubTickAiming)
{ {
@ -141,14 +143,14 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
if(m_aapKeyBindings[ModifierMask][Event.m_Key]) if(m_aapKeyBindings[ModifierMask][Event.m_Key])
{ {
OnPress(ModifierMask); OnKeyPress(ModifierMask);
Handled = true; Handled = true;
} }
else if(m_aapKeyBindings[MODIFIER_NONE][Event.m_Key] && else if(m_aapKeyBindings[MODIFIER_NONE][Event.m_Key] &&
ModifierMask != ((1 << MODIFIER_CTRL) | (1 << MODIFIER_SHIFT)) && ModifierMask != ((1 << MODIFIER_CTRL) | (1 << MODIFIER_SHIFT)) &&
ModifierMask != ((1 << MODIFIER_GUI) | (1 << MODIFIER_SHIFT))) ModifierMask != ((1 << MODIFIER_GUI) | (1 << MODIFIER_SHIFT)))
{ {
OnPress(MODIFIER_NONE); OnKeyPress(MODIFIER_NONE);
Handled = true; Handled = true;
} }
} }
@ -166,17 +168,30 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
if(Event.m_Flags & IInput::FLAG_RELEASE) if(Event.m_Flags & IInput::FLAG_RELEASE)
{ {
const auto &&OnKeyRelease = [&](const CBindSlot &Bind) {
// Prevent binds from being deactivated while chat, console and menus are open, as these components will
// still allow key release events to be forwarded to this component, so the active binds can be cleared.
if(GameClient()->m_Chat.IsActive() ||
!GameClient()->m_GameConsole.IsClosed() ||
GameClient()->m_Menus.IsActive())
{
return;
}
// Have to check for nullptr again because the previous execute can unbind itself
if(!m_aapKeyBindings[Bind.m_ModifierMask][Bind.m_Key])
{
return;
}
Console()->ExecuteLineStroked(0, m_aapKeyBindings[Bind.m_ModifierMask][Bind.m_Key]);
};
// Release active bind that uses this primary key // Release active bind that uses this primary key
auto ActiveBind = std::find_if(m_vActiveBinds.begin(), m_vActiveBinds.end(), [&](const CBindSlot &Bind) { auto ActiveBind = std::find_if(m_vActiveBinds.begin(), m_vActiveBinds.end(), [&](const CBindSlot &Bind) {
return Event.m_Key == Bind.m_Key; return Event.m_Key == Bind.m_Key;
}); });
if(ActiveBind != m_vActiveBinds.end()) if(ActiveBind != m_vActiveBinds.end())
{ {
// Have to check for nullptr again because the previous execute can unbind itself OnKeyRelease(*ActiveBind);
if(m_aapKeyBindings[ActiveBind->m_ModifierMask][ActiveBind->m_Key])
{
Console()->ExecuteLineStroked(0, m_aapKeyBindings[ActiveBind->m_ModifierMask][ActiveBind->m_Key]);
}
m_vActiveBinds.erase(ActiveBind); m_vActiveBinds.erase(ActiveBind);
Handled = true; Handled = true;
} }
@ -191,11 +206,7 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
}); });
if(ActiveModifierBind == m_vActiveBinds.end()) if(ActiveModifierBind == m_vActiveBinds.end())
break; break;
// Have to check for nullptr again because the previous execute can unbind itself OnKeyRelease(*ActiveModifierBind);
if(m_aapKeyBindings[ActiveModifierBind->m_ModifierMask][ActiveModifierBind->m_Key])
{
Console()->ExecuteLineStroked(0, m_aapKeyBindings[ActiveModifierBind->m_ModifierMask][ActiveModifierBind->m_Key]);
}
m_vActiveBinds.erase(ActiveModifierBind); m_vActiveBinds.erase(ActiveModifierBind);
Handled = true; Handled = true;
} }

View file

@ -447,7 +447,9 @@ void CGameClient::OnUpdate()
Input()->ConsumeEvents([&](const IInput::CEvent &Event) { Input()->ConsumeEvents([&](const IInput::CEvent &Event) {
for(auto &pComponent : m_vpInput) for(auto &pComponent : m_vpInput)
{ {
if(pComponent->OnInput(Event)) // Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
// released can be handled in all components also after some components have been disabled.
if(pComponent->OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
break; break;
} }
}); });

View file

@ -8667,7 +8667,9 @@ void CEditor::OnUpdate()
Input()->ConsumeEvents([&](const IInput::CEvent &Event) { Input()->ConsumeEvents([&](const IInput::CEvent &Event) {
for(CEditorComponent &Component : m_vComponents) for(CEditorComponent &Component : m_vComponents)
{ {
if(Component.OnInput(Event)) // Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
// released can be handled in all components also after some components have been disabled.
if(Component.OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
return; return;
} }
Ui()->OnInput(Event); Ui()->OnInput(Event);