Simulate all keys being released when when game loses focus (#13336)

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Zardshard 2023-04-13 12:06:21 -04:00 committed by GitHub
parent fe75ec8d0d
commit e139749b5c
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 44 additions and 8 deletions

@ -1005,6 +1005,7 @@ private:
bool m_invert_mouse = false; bool m_invert_mouse = false;
bool m_first_loop_after_window_activation = false; bool m_first_loop_after_window_activation = false;
bool m_camera_offset_changed = false; bool m_camera_offset_changed = false;
bool m_game_focused;
bool m_does_lost_focus_pause_game = false; bool m_does_lost_focus_pause_game = false;
@ -1965,13 +1966,19 @@ void Game::processUserInput(f32 dtime)
{ {
// Reset input if window not active or some menu is active // Reset input if window not active or some menu is active
if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) { if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
if(m_game_focused) {
m_game_focused = false;
infostream << "Game lost focus" << std::endl;
input->releaseAllKeys();
} else {
input->clear(); input->clear();
}
#ifdef HAVE_TOUCHSCREENGUI #ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide(); g_touchscreengui->hide();
#endif #endif
} } else {
#ifdef HAVE_TOUCHSCREENGUI #ifdef HAVE_TOUCHSCREENGUI
else if (g_touchscreengui) { if (g_touchscreengui) {
/* on touchscreengui step may generate own input events which ain't /* on touchscreengui step may generate own input events which ain't
* what we want in case we just did clear them */ * what we want in case we just did clear them */
g_touchscreengui->show(); g_touchscreengui->show();
@ -1979,6 +1986,9 @@ void Game::processUserInput(f32 dtime)
} }
#endif #endif
m_game_focused = true;
}
if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) { if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
gui_chat_console->closeConsoleAtOnce(); gui_chat_console->closeConsoleAtOnce();
} }

@ -124,6 +124,13 @@ public:
push_back(key); push_back(key);
} }
void append(const KeyList &other)
{
for (const KeyPress &key : other) {
set(key);
}
}
bool operator[](const KeyPress &key) const { return find(key) != end(); } bool operator[](const KeyPress &key) const { return find(key) != end(); }
}; };
@ -178,6 +185,12 @@ public:
mouse_wheel = 0; mouse_wheel = 0;
} }
void releaseAllKeys()
{
keyWasReleased.append(keyIsDown);
keyIsDown.clear();
}
void clearWasKeyPressed() void clearWasKeyPressed()
{ {
keyWasPressed.clear(); keyWasPressed.clear();
@ -263,6 +276,7 @@ public:
virtual void step(float dtime) {} virtual void step(float dtime) {}
virtual void clear() {} virtual void clear() {}
virtual void releaseAllKeys() {}
JoystickController joystick; JoystickController joystick;
KeyCache keycache; KeyCache keycache;
@ -395,6 +409,12 @@ public:
m_receiver->clearInput(); m_receiver->clearInput();
} }
void releaseAllKeys()
{
joystick.releaseAllKeys();
m_receiver->releaseAllKeys();
}
private: private:
MyEventReceiver *m_receiver = nullptr; MyEventReceiver *m_receiver = nullptr;
v2s32 m_mousepos; v2s32 m_mousepos;

@ -109,6 +109,12 @@ public:
bool handleEvent(const irr::SEvent::SJoystickEvent &ev); bool handleEvent(const irr::SEvent::SJoystickEvent &ev);
void clear(); void clear();
void releaseAllKeys()
{
m_keys_released |= m_keys_down;
m_keys_down.reset();
}
bool wasKeyDown(GameKeyType b) bool wasKeyDown(GameKeyType b)
{ {
bool r = m_past_keys_pressed[b]; bool r = m_past_keys_pressed[b];