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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
Further fixes to work around certain accelerators being missed, and additional command bleed-through.
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parent
4c13906865
commit
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1 changed files with 16 additions and 16 deletions
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@ -82,33 +82,33 @@ WindowInputGenerator::~WindowInputGenerator()
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void WindowInputGenerator::generateInputEvent( InputEventInfo &inputEvent )
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void WindowInputGenerator::generateInputEvent( InputEventInfo &inputEvent )
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{
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{
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if( !mInputController || !mFocused )
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if (!mInputController || !mFocused)
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return;
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return;
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if (inputEvent.action == SI_MAKE && inputEvent.deviceType == KeyboardDeviceType)
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if (inputEvent.action == SI_MAKE && inputEvent.deviceType == KeyboardDeviceType)
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{
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{
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for( int i = 0; i < mAcceleratorMap.size(); ++i )
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for (int i = 0; i < mAcceleratorMap.size(); ++i)
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{
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{
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const AccKeyMap &acc = mAcceleratorMap[i];
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const AccKeyMap &acc = mAcceleratorMap[i];
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if( acc.modifier & inputEvent.modifier && acc.keyCode == inputEvent.objInst )
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if (!mWindow->getKeyboardTranslation() &&
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{
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(acc.modifier & inputEvent.modifier || (acc.modifier == 0 && inputEvent.modifier == 0))
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Con::evaluatef(acc.cmd);
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&& acc.keyCode == inputEvent.objInst)
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return;
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{
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}
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Con::evaluatef(acc.cmd);
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}
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return;
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}
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}
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}
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}
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// Give the ActionMap first shot.
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// Give the ActionMap first shot.
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if (ActionMap::handleEventGlobal(&inputEvent))
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if (ActionMap::handleEventGlobal(&inputEvent))
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return;
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return;
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if( mInputController->processInputEvent( inputEvent ) )
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if (mInputController->processInputEvent(inputEvent))
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return;
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return;
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if (mWindow->getKeyboardTranslation())
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if (mWindow->getKeyboardTranslation())
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{
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return;
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return;
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}
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// If we get here we failed to process it with anything prior... so let
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// If we get here we failed to process it with anything prior... so let
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// the ActionMap handle it.
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// the ActionMap handle it.
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