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https://github.com/HarbourMasters/Shipwright.git
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Disable game input when typing into a textfield (#1398)
* Disable game input when typing into a textfield * Only block keyboard input when typing in textfield * Address PR comments * Fix spacing * Generalize check on input device Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
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@ -5,6 +5,7 @@
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#include "DummyController.h"
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#include "DummyController.h"
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#include <Utils/StringHelper.h>
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#include <Utils/StringHelper.h>
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#include "Cvar.h"
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#include "Cvar.h"
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#include "Lib/ImGui/imgui.h"
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#ifndef __WIIU__
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#ifndef __WIIU__
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#include "KeyboardController.h"
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#include "KeyboardController.h"
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@ -75,20 +76,26 @@ namespace Ship {
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void ControlDeck::WriteToPad(OSContPad* pad) const {
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void ControlDeck::WriteToPad(OSContPad* pad) const {
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for (size_t i = 0; i < virtualDevices.size(); i++) {
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for (size_t i = 0; i < virtualDevices.size(); i++) {
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const std::shared_ptr<Controller> backend = physicalDevices[virtualDevices[i]];
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const std::shared_ptr<Controller> backend = physicalDevices[virtualDevices[i]];
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// If the controller backend is "Auto" we need to get the real device
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// we search for the real device to read input from it
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if (backend->GetGuid() == "Auto") {
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if (backend->GetGuid() == "Auto") {
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for (const auto& device : physicalDevices) {
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for (const auto& device : physicalDevices) {
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if(ShouldBlockGameInput() && device->GetGuid() != "Keyboard") {
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if(ShouldBlockGameInput(device->GetGuid())) {
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device->Read(nullptr, i);
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device->Read(nullptr, i);
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continue;
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continue;
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}
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}
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device->Read(&pad[i], i);
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device->Read(&pad[i], i);
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}
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}
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continue;
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continue;
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}
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}
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if(ShouldBlockGameInput() && backend->GetGuid() != "Keyboard") {
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if(ShouldBlockGameInput(backend->GetGuid())) {
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backend->Read(nullptr, i);
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backend->Read(nullptr, i);
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continue;
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continue;
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}
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}
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backend->Read(&pad[i], i);
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backend->Read(&pad[i], i);
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}
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}
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}
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}
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@ -264,7 +271,17 @@ namespace Ship {
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shouldBlockGameInput = false;
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shouldBlockGameInput = false;
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}
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}
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bool ControlDeck::ShouldBlockGameInput() const {
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bool ControlDeck::ShouldBlockGameInput(std::string inputDeviceGuid) const {
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return shouldBlockGameInput || (CVar_GetS32("gOpenMenuBar", 0) && CVar_GetS32("gControlNav", 0));
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// We block controller input if F1 menu is open and control navigation is on.
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// This is because we don't want controller inputs to affect the game
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bool shouldBlockControllerInput = CVar_GetS32("gOpenMenuBar", 0) && CVar_GetS32("gControlNav", 0);
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// We block keyboard input if you're currently typing into a textfield.
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// This is because we don't want your keyboard typing to affect the game.
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ImGuiIO io = ImGui::GetIO();
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bool shouldBlockKeyboardInput = io.WantCaptureKeyboard;
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bool inputDeviceIsKeyboard = inputDeviceGuid == "Keyboard";
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return shouldBlockGameInput || (inputDeviceIsKeyboard ? shouldBlockKeyboardInput : shouldBlockControllerInput);
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}
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}
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}
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}
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@ -22,7 +22,7 @@ namespace Ship {
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uint8_t* GetControllerBits();
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uint8_t* GetControllerBits();
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void BlockGameInput();
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void BlockGameInput();
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void UnblockGameInput();
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void UnblockGameInput();
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bool ShouldBlockGameInput() const;
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bool ShouldBlockGameInput(std::string inputDeviceGuid) const;
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private:
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private:
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std::vector<int32_t> virtualDevices = {};
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std::vector<int32_t> virtualDevices = {};
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std::vector<std::shared_ptr<Controller>> physicalDevices = {};
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std::vector<std::shared_ptr<Controller>> physicalDevices = {};
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