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@ -168,11 +168,12 @@ namespace MWInput
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void InputManager::setPlayerControlsEnabled(bool enabled)
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{
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int nPlayerChannels = 15;
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int nPlayerChannels = 17;
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int playerChannels[] = {A_Activate, A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
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A_ToggleSpell, A_Rest, A_QuickKey1, A_QuickKey2,
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A_QuickKey3, A_QuickKey4, A_QuickKey5, A_QuickKey6,
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A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10};
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A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10,
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A_Use};
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for(int i = 0; i < nPlayerChannels; i++) {
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int pc = playerChannels[i];
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@ -558,21 +559,24 @@ namespace MWInput
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void InputManager::keyReleased(const SDL_KeyboardEvent &arg )
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{
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mInputBinder->keyReleased (arg);
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OIS::KeyCode kc = mInputManager->sdl2OISKeyCode(arg.keysym.sym);
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MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc));
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if (kc != OIS::KC_UNASSIGNED)
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{
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bool guiFocus = MyGUI::InputManager::getInstance().injectKeyRelease(MyGUI::KeyCode::Enum(kc));
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setPlayerControlsEnabled(!guiFocus);
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}
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mInputBinder->keyReleased (arg);
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}
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void InputManager::mousePressed( const SDL_MouseButtonEvent &arg, Uint8 id )
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{
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mInputBinder->mousePressed (arg, id);
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bool guiFocus = false;
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if (id != SDL_BUTTON_LEFT && id != SDL_BUTTON_RIGHT)
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return; // MyGUI has no use for these events
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MyGUI::InputManager::getInstance().injectMousePress(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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if (!(id != SDL_BUTTON_LEFT && id != SDL_BUTTON_RIGHT)) // MyGUI has no use for these events
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{
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guiFocus = MyGUI::InputManager::getInstance().injectMousePress(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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if (MyGUI::InputManager::getInstance ().getMouseFocusWidget () != 0)
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{
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MyGUI::Button* b = MyGUI::InputManager::getInstance ().getMouseFocusWidget ()->castType<MyGUI::Button>(false);
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@ -582,17 +586,22 @@ namespace MWInput
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}
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}
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}
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setPlayerControlsEnabled(!guiFocus);
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mInputBinder->mousePressed (arg, id);
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}
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void InputManager::mouseReleased( const SDL_MouseButtonEvent &arg, Uint8 id )
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{
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bool guiFocus = MyGUI::InputManager::getInstance().injectMouseRelease(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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setPlayerControlsEnabled(!guiFocus);
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mInputBinder->mouseReleased (arg, id);
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MyGUI::InputManager::getInstance().injectMouseRelease(mMouseX, mMouseY, sdlButtonToMyGUI(id));
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}
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void InputManager::mouseMoved(const SFO::MouseMotionEvent &arg )
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{
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mInputBinder->mouseMoved (arg);
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bool guiFocus = false;
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resetIdleTime ();
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@ -610,7 +619,7 @@ namespace MWInput
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mMouseWheel = int(arg.z);
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MyGUI::InputManager::getInstance().injectMouseMove( int(mMouseX), int(mMouseY), mMouseWheel);
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guiFocus = MyGUI::InputManager::getInstance().injectMouseMove( int(mMouseX), int(mMouseY), mMouseWheel);
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}
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if (mMouseLookEnabled)
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@ -638,6 +647,9 @@ namespace MWInput
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MWBase::Environment::get().getWorld()->setCameraDistance(arg.zrel, true, true);
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}
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}
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setPlayerControlsEnabled(!guiFocus);
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mInputBinder->mouseMoved (arg);
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}
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void InputManager::windowFocusChange(bool have_focus)
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