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

pull/333/head
scrawl 7 years ago
parent a5adc5b018
commit f1aeb416ec

@ -1113,7 +1113,10 @@ namespace MWInput
void InputManager::activate()
{
if (MWBase::Environment::get().getWindowManager()->isGuiMode())
{
if (!SDL_IsTextInputActive())
MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0);
}
else if (mControlSwitch["playercontrols"])
mPlayer->activate();
}

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