Merge pull request #8637 from Robyt3/UI-Input-Console-Activation-Fix

Fix text input rapidly activated/deactivated when closing console
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Jupeyy 2024-07-23 11:29:40 +00:00 committed by GitHub
commit fe2843bb31
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2 changed files with 13 additions and 4 deletions

View file

@ -857,13 +857,18 @@ CGameConsole::~CGameConsole()
m_pConsoleLogger->OnConsoleDeletion();
}
CGameConsole::CInstance *CGameConsole::CurrentConsole()
CGameConsole::CInstance *CGameConsole::ConsoleForType(int ConsoleType)
{
if(m_ConsoleType == CONSOLETYPE_REMOTE)
if(ConsoleType == CONSOLETYPE_REMOTE)
return &m_RemoteConsole;
return &m_LocalConsole;
}
CGameConsole::CInstance *CGameConsole::CurrentConsole()
{
return ConsoleForType(m_ConsoleType);
}
void CGameConsole::OnReset()
{
m_RemoteConsole.Reset();
@ -972,7 +977,6 @@ void CGameConsole::OnRender()
if(m_ConsoleState == CONSOLE_CLOSING)
{
m_ConsoleState = CONSOLE_CLOSED;
pConsole->m_Input.Deactivate();
pConsole->m_BacklogLastActiveLine = -1;
}
else if(m_ConsoleState == CONSOLE_OPENING)
@ -1135,7 +1139,10 @@ void CGameConsole::OnRender()
// render console input (wrap line)
pConsole->m_Input.SetHidden(m_ConsoleType == CONSOLETYPE_REMOTE && Client()->State() == IClient::STATE_ONLINE && !Client()->RconAuthed() && (pConsole->m_UserGot || !pConsole->m_UsernameReq));
pConsole->m_Input.Activate(EInputPriority::CONSOLE); // Ensure that the input is active
if(m_ConsoleState == CONSOLE_OPEN)
{
pConsole->m_Input.Activate(EInputPriority::CONSOLE); // Ensure that the input is active
}
const CUIRect InputCursorRect = {x, y + FONT_SIZE, 0.0f, 0.0f};
const bool WasChanged = pConsole->m_Input.WasChanged();
const bool WasCursorChanged = pConsole->m_Input.WasCursorChanged();
@ -1463,6 +1470,7 @@ void CGameConsole::Toggle(int Type)
}
else
{
ConsoleForType(Type)->m_Input.Deactivate();
Input()->MouseModeRelative();
Ui()->SetEnabled(true);
m_pClient->OnRelease();

View file

@ -146,6 +146,7 @@ class CGameConsole : public CComponent
CInstance m_LocalConsole;
CInstance m_RemoteConsole;
CInstance *ConsoleForType(int ConsoleType);
CInstance *CurrentConsole();
int m_ConsoleType;