Disable Activate key when textinput is active (Bug #4151)

new-script-api
scrawl 7 years ago
parent 3b9e1e8c1b
commit dc016059c3

@ -1113,7 +1113,10 @@ namespace MWInput
void InputManager::activate() void InputManager::activate()
{ {
if (MWBase::Environment::get().getWindowManager()->isGuiMode()) 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"]) else if (mControlSwitch["playercontrols"])
mPlayer->activate(); mPlayer->activate();
} }

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