From dc016059c381ecd4b277858f704b835b7240624d Mon Sep 17 00:00:00 2001 From: scrawl <720642+scrawl@users.noreply.github.com> Date: Fri, 10 Nov 2017 22:54:04 +0000 Subject: [PATCH] Disable Activate key when textinput is active (Bug #4151) --- apps/openmw/mwinput/inputmanagerimp.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/apps/openmw/mwinput/inputmanagerimp.cpp b/apps/openmw/mwinput/inputmanagerimp.cpp index 5aa795c10..9ef5033f0 100644 --- a/apps/openmw/mwinput/inputmanagerimp.cpp +++ b/apps/openmw/mwinput/inputmanagerimp.cpp @@ -1113,7 +1113,10 @@ namespace MWInput void InputManager::activate() { if (MWBase::Environment::get().getWindowManager()->isGuiMode()) - MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0); + { + if (!SDL_IsTextInputActive()) + MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0); + } else if (mControlSwitch["playercontrols"]) mPlayer->activate(); }