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

This commit is contained in:
scrawl 2017-11-10 22:54:04 +00:00
parent 3b9e1e8c1b
commit dc016059c3

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@ -1113,7 +1113,10 @@ namespace MWInput
void InputManager::activate()
{
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"])
mPlayer->activate();
}