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Disable Activate key when textinput is active (Bug #4151)
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1 changed files with 4 additions and 1 deletions
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@ -1113,7 +1113,10 @@ namespace MWInput
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void InputManager::activate()
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void InputManager::activate()
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{
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{
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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if (MWBase::Environment::get().getWindowManager()->isGuiMode())
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MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0);
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{
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if (!SDL_IsTextInputActive())
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MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0);
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}
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else if (mControlSwitch["playercontrols"])
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else if (mControlSwitch["playercontrols"])
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mPlayer->activate();
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mPlayer->activate();
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}
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}
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