Tweaks to event handling to fix keyboard navigation and dialogs (more work still needed)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@4005 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -52,7 +52,7 @@ bool EventHandler::OnEvent (const SEvent &event)
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else
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{
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// FIXME : it's a bit unclean that all input events go trough the gui module
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const bool blockPropagation = input_manager->input(event) && !ModalDialog::isADialogActive();
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const bool blockPropagation = input_manager->input(event);
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return blockPropagation;
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}
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@ -40,8 +40,8 @@
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#include "modes/world.hpp"
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#include "race/history.hpp"
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#include "race/race_manager.hpp"
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#include "states_screens/options_screen.hpp"
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#include "states_screens/kart_selection.hpp"
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#include "states_screens/options_screen.hpp"
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#include "states_screens/state_manager.hpp"
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InputManager *input_manager;
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@ -506,8 +506,9 @@ bool InputManager::input(const SEvent& event)
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}
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#endif
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// block events in all modes but initial menus (except in text boxes to allow typing)
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return getDeviceList()->playerAssignMode() != NO_ASSIGN && !GUIEngine::isWithinATextBox;
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// block events in all modes but initial menus (except in text boxes to allow typing, and exceptm in modal dialogs in-game)
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return getDeviceList()->playerAssignMode() != NO_ASSIGN && !GUIEngine::isWithinATextBox &&
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(!GUIEngine::ModalDialog::isADialogActive() && StateManager::get()->isGameState());
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}
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//-----------------------------------------------------------------------------
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