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Merge pull request #8957 from Robyt3/Client-Binds-Composite-Chat-Console-Menus-Fix
Fix composite binds that open chat, console or menus
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commit
20cb02048d
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@ -5,6 +5,8 @@
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#include <engine/config.h>
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#include <engine/shared/config.h>
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#include <game/client/components/chat.h>
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#include <game/client/components/console.h>
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#include <game/client/gameclient.h>
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static const ColorRGBA gs_BindPrintColor{1.0f, 1.0f, 0.8f, 1.0f};
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@ -126,7 +128,7 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
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});
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if(ActiveBind == m_vActiveBinds.end())
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{
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const auto &&OnPress = [&](int Mask) {
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const auto &&OnKeyPress = [&](int Mask) {
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const char *pBind = m_aapKeyBindings[Mask][Event.m_Key];
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if(g_Config.m_ClSubTickAiming)
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{
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@ -141,14 +143,14 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
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if(m_aapKeyBindings[ModifierMask][Event.m_Key])
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{
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OnPress(ModifierMask);
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OnKeyPress(ModifierMask);
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Handled = true;
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}
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else if(m_aapKeyBindings[MODIFIER_NONE][Event.m_Key] &&
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ModifierMask != ((1 << MODIFIER_CTRL) | (1 << MODIFIER_SHIFT)) &&
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ModifierMask != ((1 << MODIFIER_GUI) | (1 << MODIFIER_SHIFT)))
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{
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OnPress(MODIFIER_NONE);
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OnKeyPress(MODIFIER_NONE);
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Handled = true;
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}
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}
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@ -166,17 +168,30 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
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if(Event.m_Flags & IInput::FLAG_RELEASE)
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{
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const auto &&OnKeyRelease = [&](const CBindSlot &Bind) {
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// Prevent binds from being deactivated while chat, console and menus are open, as these components will
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// still allow key release events to be forwarded to this component, so the active binds can be cleared.
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if(GameClient()->m_Chat.IsActive() ||
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!GameClient()->m_GameConsole.IsClosed() ||
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GameClient()->m_Menus.IsActive())
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{
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return;
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}
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// Have to check for nullptr again because the previous execute can unbind itself
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if(!m_aapKeyBindings[Bind.m_ModifierMask][Bind.m_Key])
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{
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return;
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}
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Console()->ExecuteLineStroked(0, m_aapKeyBindings[Bind.m_ModifierMask][Bind.m_Key]);
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};
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// Release active bind that uses this primary key
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auto ActiveBind = std::find_if(m_vActiveBinds.begin(), m_vActiveBinds.end(), [&](const CBindSlot &Bind) {
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return Event.m_Key == Bind.m_Key;
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});
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if(ActiveBind != m_vActiveBinds.end())
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{
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// Have to check for nullptr again because the previous execute can unbind itself
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if(m_aapKeyBindings[ActiveBind->m_ModifierMask][ActiveBind->m_Key])
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{
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Console()->ExecuteLineStroked(0, m_aapKeyBindings[ActiveBind->m_ModifierMask][ActiveBind->m_Key]);
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}
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OnKeyRelease(*ActiveBind);
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m_vActiveBinds.erase(ActiveBind);
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Handled = true;
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}
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@ -191,11 +206,7 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
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});
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if(ActiveModifierBind == m_vActiveBinds.end())
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break;
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// Have to check for nullptr again because the previous execute can unbind itself
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if(m_aapKeyBindings[ActiveModifierBind->m_ModifierMask][ActiveModifierBind->m_Key])
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{
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Console()->ExecuteLineStroked(0, m_aapKeyBindings[ActiveModifierBind->m_ModifierMask][ActiveModifierBind->m_Key]);
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}
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OnKeyRelease(*ActiveModifierBind);
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m_vActiveBinds.erase(ActiveModifierBind);
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Handled = true;
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}
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@ -447,7 +447,9 @@ void CGameClient::OnUpdate()
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Input()->ConsumeEvents([&](const IInput::CEvent &Event) {
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for(auto &pComponent : m_vpInput)
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{
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if(pComponent->OnInput(Event))
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// Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
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// released can be handled in all components also after some components have been disabled.
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if(pComponent->OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
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break;
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}
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});
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@ -8667,7 +8667,9 @@ void CEditor::OnUpdate()
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Input()->ConsumeEvents([&](const IInput::CEvent &Event) {
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for(CEditorComponent &Component : m_vComponents)
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{
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if(Component.OnInput(Event))
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// Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
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// released can be handled in all components also after some components have been disabled.
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if(Component.OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
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return;
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}
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Ui()->OnInput(Event);
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