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Fixed via several solutions to prevent issue from cropping up again. Firstly, Adjusted behavior script-side so game menu keybind is pushed with the PlayGUI since almost every single game will use the game menu Secondly, added logic so that the guiInputCtrl, when going to push an ActionMap(if it has one) will check if it's root canvas is active. Thirdly, to allow guiInputCtrls to respond to a canvas becoming active, such as a GUi-on-Material surface displaying a menu and it's activated, an offscreen canvas becoming active now trips a signal that guiInputCtrl listens for. |
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| .. | ||
| guiClockHud.cpp | ||
| guiCrossHairHud.cpp | ||
| guiHealthBarHud.cpp | ||
| guiHealthTextHud.cpp | ||
| guiShapeNameHud.cpp | ||