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Simulate all keys being released when when game loses focus (#13336)
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@ -1005,6 +1005,7 @@ private:
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bool m_invert_mouse = false;
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bool m_invert_mouse = false;
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bool m_first_loop_after_window_activation = false;
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bool m_first_loop_after_window_activation = false;
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bool m_camera_offset_changed = false;
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bool m_camera_offset_changed = false;
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bool m_game_focused;
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bool m_does_lost_focus_pause_game = false;
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bool m_does_lost_focus_pause_game = false;
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@ -1965,13 +1966,19 @@ void Game::processUserInput(f32 dtime)
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{
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{
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// Reset input if window not active or some menu is active
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// Reset input if window not active or some menu is active
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if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
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if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
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if(m_game_focused) {
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m_game_focused = false;
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infostream << "Game lost focus" << std::endl;
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input->releaseAllKeys();
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} else {
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input->clear();
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input->clear();
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}
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#ifdef HAVE_TOUCHSCREENGUI
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#ifdef HAVE_TOUCHSCREENGUI
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g_touchscreengui->hide();
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g_touchscreengui->hide();
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#endif
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#endif
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}
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} else {
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#ifdef HAVE_TOUCHSCREENGUI
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#ifdef HAVE_TOUCHSCREENGUI
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else if (g_touchscreengui) {
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if (g_touchscreengui) {
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/* on touchscreengui step may generate own input events which ain't
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/* on touchscreengui step may generate own input events which ain't
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* what we want in case we just did clear them */
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* what we want in case we just did clear them */
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g_touchscreengui->show();
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g_touchscreengui->show();
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@ -1979,6 +1986,9 @@ void Game::processUserInput(f32 dtime)
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}
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}
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#endif
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#endif
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m_game_focused = true;
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}
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if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
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if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
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gui_chat_console->closeConsoleAtOnce();
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gui_chat_console->closeConsoleAtOnce();
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}
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}
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@ -124,6 +124,13 @@ public:
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push_back(key);
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push_back(key);
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}
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}
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void append(const KeyList &other)
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{
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for (const KeyPress &key : other) {
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set(key);
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}
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}
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bool operator[](const KeyPress &key) const { return find(key) != end(); }
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bool operator[](const KeyPress &key) const { return find(key) != end(); }
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};
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};
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@ -178,6 +185,12 @@ public:
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mouse_wheel = 0;
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mouse_wheel = 0;
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}
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}
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void releaseAllKeys()
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{
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keyWasReleased.append(keyIsDown);
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keyIsDown.clear();
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}
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void clearWasKeyPressed()
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void clearWasKeyPressed()
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{
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{
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keyWasPressed.clear();
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keyWasPressed.clear();
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@ -263,6 +276,7 @@ public:
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virtual void step(float dtime) {}
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virtual void step(float dtime) {}
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virtual void clear() {}
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virtual void clear() {}
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virtual void releaseAllKeys() {}
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JoystickController joystick;
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JoystickController joystick;
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KeyCache keycache;
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KeyCache keycache;
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@ -395,6 +409,12 @@ public:
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m_receiver->clearInput();
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m_receiver->clearInput();
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}
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}
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void releaseAllKeys()
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{
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joystick.releaseAllKeys();
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m_receiver->releaseAllKeys();
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}
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private:
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private:
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MyEventReceiver *m_receiver = nullptr;
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MyEventReceiver *m_receiver = nullptr;
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v2s32 m_mousepos;
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v2s32 m_mousepos;
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@ -109,6 +109,12 @@ public:
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bool handleEvent(const irr::SEvent::SJoystickEvent &ev);
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bool handleEvent(const irr::SEvent::SJoystickEvent &ev);
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void clear();
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void clear();
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void releaseAllKeys()
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{
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m_keys_released |= m_keys_down;
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m_keys_down.reset();
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}
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bool wasKeyDown(GameKeyType b)
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bool wasKeyDown(GameKeyType b)
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{
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{
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bool r = m_past_keys_pressed[b];
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bool r = m_past_keys_pressed[b];
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