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client: fix vgui leaving text input move enabled (breaks CTRL in SDL2)

pull/2/head
mittorn 4 years ago
parent
commit
7b127c23f5
  1. 8
      engine/client/vgui/vgui_draw.c

8
engine/client/vgui/vgui_draw.c

@ -121,6 +121,7 @@ void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor ) @@ -121,6 +121,7 @@ void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor )
SDL_ShowCursor( false );
if( host.mouse_visible )
SDL_GetRelativeMouseState( NULL, NULL );
Key_EnableTextInput( false, true );
}
//SDL_SetRelativeMouseMode(false);
#endif
@ -146,7 +147,7 @@ void GAME_EXPORT VGUI_SetVisible( qboolean state ) @@ -146,7 +147,7 @@ void GAME_EXPORT VGUI_SetVisible( qboolean state )
if( !state )
SDL_GetRelativeMouseState( NULL, NULL );
#endif
Key_EnableTextInput( state, true );
Key_EnableTextInput( false, true );
}
int GAME_EXPORT VGUI_UtfProcessChar( int in )
@ -494,12 +495,11 @@ void VGui_KeyEvent( int key, int down ) @@ -494,12 +495,11 @@ void VGui_KeyEvent( int key, int down )
if( !vgui.initialized )
return;
if( host.mouse_visible )
Key_EnableTextInput( true, false );
switch( key )
{
case K_MOUSE1:
if( down && host.mouse_visible )
Key_EnableTextInput( true, false );
vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_LEFT );
return;
case K_MOUSE2:

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