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Recompute textboxes on active input device change
This fixes a bug where some text boxes wouldn't update the displayed button if the active input device changed from a keyboard to controller, or vice versa. Namely, the "Press ACTION to continue" text boxes.
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parent
505956ae83
commit
861f724d90
1 changed files with 11 additions and 1 deletions
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@ -153,6 +153,9 @@ void KeyPoll::Poll(void)
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bool fullscreenkeybind = false;
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SDL_GameController *controller = NULL;
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SDL_Event evt;
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bool should_recompute_textboxes = false;
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bool active_input_device_changed = false;
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bool keyboard_was_active = BUTTONGLYPHS_keyboard_is_active();
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while (SDL_PollEvent(&evt))
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{
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switch (evt.type)
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@ -206,7 +209,7 @@ void KeyPoll::Poll(void)
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loc::loadtext(false);
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graphics.grphx.init_translations();
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recomputetextboxes();
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should_recompute_textboxes = true;
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}
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}
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else
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@ -514,6 +517,13 @@ void KeyPoll::Poll(void)
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mousex = raw_mousex;
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mousey = raw_mousey;
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}
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active_input_device_changed = keyboard_was_active != BUTTONGLYPHS_keyboard_is_active();
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should_recompute_textboxes |= active_input_device_changed;
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if (should_recompute_textboxes)
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{
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recomputetextboxes();
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}
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}
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bool KeyPoll::isDown(SDL_Keycode key)
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