Make Activate key accept GUI buttons

pull/303/head
scrawl 7 years ago
parent 76ddf8d794
commit ca3b08b852

@ -162,14 +162,13 @@ namespace MWInput
void InputManager::setPlayerControlsEnabled(bool enabled)
{
int nPlayerChannels = 18;
int playerChannels[] = {A_Activate, A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
int playerChannels[] = {A_AutoMove, A_AlwaysRun, A_ToggleWeapon,
A_ToggleSpell, A_Rest, A_QuickKey1, A_QuickKey2,
A_QuickKey3, A_QuickKey4, A_QuickKey5, A_QuickKey6,
A_QuickKey7, A_QuickKey8, A_QuickKey9, A_QuickKey10,
A_Use, A_Journal};
for(int i = 0; i < nPlayerChannels; i++) {
for(size_t i = 0; i < sizeof(playerChannels)/sizeof(playerChannels[0]); i++) {
int pc = playerChannels[i];
mInputBinder->getChannel(pc)->setEnabled(enabled);
}
@ -234,8 +233,7 @@ namespace MWInput
break;
case A_Activate:
resetIdleTime();
if (!MWBase::Environment::get().getWindowManager()->isGuiMode())
activate();
activate();
break;
case A_Journal:
toggleJournal ();
@ -1080,7 +1078,9 @@ namespace MWInput
void InputManager::activate()
{
if (mControlSwitch["playercontrols"])
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0);
else if (mControlSwitch["playercontrols"])
mPlayer->activate();
}

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