Fixes #1181: Enable controls when loading a savegame

actorid
scrawl 11 years ago
parent b8ca067730
commit 6eaa7553f8

@ -20,6 +20,9 @@ namespace MWBase
InputManager() {}
/// Clear all savegame-specific data
virtual void clear() = 0;
virtual ~InputManager() {}
virtual void update(float dt, bool loading) = 0;

@ -143,6 +143,13 @@ namespace MWInput
mControlSwitch["vanitymode"] = true;
}
void InputManager::clear()
{
// Enable all controls
for (std::map<std::string, bool>::iterator it = mControlSwitch.begin(); it != mControlSwitch.end(); ++it)
it->second = true;
}
InputManager::~InputManager()
{
mInputBinder->save (mUserFile);

@ -65,6 +65,9 @@ namespace MWInput
virtual ~InputManager();
/// Clear all savegame-specific data
virtual void clear();
virtual void update(float dt, bool loading);
void setPlayer (MWWorld::Player* player) { mPlayer = player; }

@ -20,6 +20,7 @@
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/scriptmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/inputmanager.hpp"
#include "../mwworld/player.hpp"
#include "../mwworld/class.hpp"
@ -39,6 +40,7 @@ void MWState::StateManager::cleanup (bool force)
MWBase::Environment::get().getScriptManager()->getGlobalScripts().clear();
MWBase::Environment::get().getWorld()->clear();
MWBase::Environment::get().getWindowManager()->clear();
MWBase::Environment::get().getInputManager()->clear();
mState = State_NoGame;
mCharacterManager.clearCurrentCharacter();

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