Don't use Activate and Move keys for GUI navigation if bound to mouse buttons (Fixes #4225, Fixes #4320)

0.6.3
scrawl 7 years ago
parent 2a5a574134
commit f28024b541
No known key found for this signature in database
GPG Key ID: 2E6CC3676024C402

@ -174,10 +174,25 @@ namespace MWInput
}
}
bool isLeftOrRightButton(int action, ICS::InputControlSystem* ics, int deviceId, bool joystick)
{
int mouseBinding = ics->getMouseButtonBinding(ics->getControl(action), ICS::Control::INCREASE);
if (mouseBinding != ICS_MAX_DEVICE_BUTTONS)
return true;
int buttonBinding = ics->getJoystickButtonBinding(ics->getControl(action), deviceId, ICS::Control::INCREASE);
if (joystick && (buttonBinding == 0 || buttonBinding == 1))
return true;
return false;
}
void InputManager::handleGuiArrowKey(int action)
{
if (SDL_IsTextInputActive())
return;
if (isLeftOrRightButton(action, mInputBinder, mFakeDeviceID, mJoystickLastUsed))
return;
MyGUI::KeyCode key;
switch (action)
{
@ -1115,7 +1130,7 @@ namespace MWInput
{
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (!SDL_IsTextInputActive())
if (!SDL_IsTextInputActive() && !isLeftOrRightButton(A_Activate, mInputBinder, mFakeDeviceID, mJoystickLastUsed))
MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0);
}
else if (mControlSwitch["playercontrols"])

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