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Merge pull request ddnet#8957 from Robyt3/Client-Binds-Composite-Chat…
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…-Console-Menus-Fix

Fix composite binds that open chat, console or menus
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def- committed Sep 15, 2024
2 parents a5138c0 + 0d93b1a commit 20cb020
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Showing 3 changed files with 30 additions and 15 deletions.
37 changes: 24 additions & 13 deletions src/game/client/components/binds.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,8 @@
#include <engine/config.h>
#include <engine/shared/config.h>

#include <game/client/components/chat.h>
#include <game/client/components/console.h>
#include <game/client/gameclient.h>

static const ColorRGBA gs_BindPrintColor{1.0f, 1.0f, 0.8f, 1.0f};
Expand Down Expand Up @@ -126,7 +128,7 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
});
if(ActiveBind == m_vActiveBinds.end())
{
const auto &&OnPress = [&](int Mask) {
const auto &&OnKeyPress = [&](int Mask) {
const char *pBind = m_aapKeyBindings[Mask][Event.m_Key];
if(g_Config.m_ClSubTickAiming)
{
Expand All @@ -141,14 +143,14 @@ bool CBinds::OnInput(const IInput::CEvent &Event)

if(m_aapKeyBindings[ModifierMask][Event.m_Key])
{
OnPress(ModifierMask);
OnKeyPress(ModifierMask);
Handled = true;
}
else if(m_aapKeyBindings[MODIFIER_NONE][Event.m_Key] &&
ModifierMask != ((1 << MODIFIER_CTRL) | (1 << MODIFIER_SHIFT)) &&
ModifierMask != ((1 << MODIFIER_GUI) | (1 << MODIFIER_SHIFT)))
{
OnPress(MODIFIER_NONE);
OnKeyPress(MODIFIER_NONE);
Handled = true;
}
}
Expand All @@ -166,17 +168,30 @@ bool CBinds::OnInput(const IInput::CEvent &Event)

if(Event.m_Flags & IInput::FLAG_RELEASE)
{
const auto &&OnKeyRelease = [&](const CBindSlot &Bind) {
// Prevent binds from being deactivated while chat, console and menus are open, as these components will
// still allow key release events to be forwarded to this component, so the active binds can be cleared.
if(GameClient()->m_Chat.IsActive() ||
!GameClient()->m_GameConsole.IsClosed() ||
GameClient()->m_Menus.IsActive())
{
return;
}
// Have to check for nullptr again because the previous execute can unbind itself
if(!m_aapKeyBindings[Bind.m_ModifierMask][Bind.m_Key])
{
return;
}
Console()->ExecuteLineStroked(0, m_aapKeyBindings[Bind.m_ModifierMask][Bind.m_Key]);
};

// Release active bind that uses this primary key
auto ActiveBind = std::find_if(m_vActiveBinds.begin(), m_vActiveBinds.end(), [&](const CBindSlot &Bind) {
return Event.m_Key == Bind.m_Key;
});
if(ActiveBind != m_vActiveBinds.end())
{
// Have to check for nullptr again because the previous execute can unbind itself
if(m_aapKeyBindings[ActiveBind->m_ModifierMask][ActiveBind->m_Key])
{
Console()->ExecuteLineStroked(0, m_aapKeyBindings[ActiveBind->m_ModifierMask][ActiveBind->m_Key]);
}
OnKeyRelease(*ActiveBind);
m_vActiveBinds.erase(ActiveBind);
Handled = true;
}
Expand All @@ -191,11 +206,7 @@ bool CBinds::OnInput(const IInput::CEvent &Event)
});
if(ActiveModifierBind == m_vActiveBinds.end())
break;
// Have to check for nullptr again because the previous execute can unbind itself
if(m_aapKeyBindings[ActiveModifierBind->m_ModifierMask][ActiveModifierBind->m_Key])
{
Console()->ExecuteLineStroked(0, m_aapKeyBindings[ActiveModifierBind->m_ModifierMask][ActiveModifierBind->m_Key]);
}
OnKeyRelease(*ActiveModifierBind);
m_vActiveBinds.erase(ActiveModifierBind);
Handled = true;
}
Expand Down
4 changes: 3 additions & 1 deletion src/game/client/gameclient.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -447,7 +447,9 @@ void CGameClient::OnUpdate()
Input()->ConsumeEvents([&](const IInput::CEvent &Event) {
for(auto &pComponent : m_vpInput)
{
if(pComponent->OnInput(Event))
// Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
// released can be handled in all components also after some components have been disabled.
if(pComponent->OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
break;
}
});
Expand Down
4 changes: 3 additions & 1 deletion src/game/editor/editor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -8667,7 +8667,9 @@ void CEditor::OnUpdate()
Input()->ConsumeEvents([&](const IInput::CEvent &Event) {
for(CEditorComponent &Component : m_vComponents)
{
if(Component.OnInput(Event))
// Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
// released can be handled in all components also after some components have been disabled.
if(Component.OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
return;
}
Ui()->OnInput(Event);
Expand Down

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