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Always swallow pad axis events when menu is active
This prevents axis events from trickling out of the menu and taking effect in G_Responder when they aren't hitting the digital deadzone needed to be mapped into internal menu key events.
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parent
eeff182abb
commit
c270cca55f
1 changed files with 11 additions and 3 deletions
14
src/m_menu.c
14
src/m_menu.c
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@ -3224,6 +3224,7 @@ boolean M_Responder(event_t *ev)
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static INT32 pjoyx = 0, pjoyy = 0;
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static INT32 pmousex = 0, pmousey = 0;
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static INT32 lastx = 0, lasty = 0;
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boolean shouldswallowevent = false;
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void (*routine)(INT32 choice); // for some casting problem
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if (dedicated || (demoplayback && titledemo)
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@ -3239,11 +3240,18 @@ boolean M_Responder(event_t *ev)
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boolean useEventHandler = false;
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if (menuactive && ev->type == ev_gamepad_axis && ev->which == 0)
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{
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// ALWAYS swallow gamepad axis events, to prevent trickling down to game input
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// this applies even if the axis event does not get remapped
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shouldswallowevent = true;
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}
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if (noFurtherInput)
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{
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// Ignore input after enter/escape/other buttons
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// (but still allow shift keyup so caps doesn't get stuck)
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return false;
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return shouldswallowevent;
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}
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else if (menuactive)
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{
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@ -3368,7 +3376,7 @@ boolean M_Responder(event_t *ev)
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}
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if (!useEventHandler && ch == -1)
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return false;
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return shouldswallowevent;
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else if (ch == gamecontrol[GC_SYSTEMMENU][0] || ch == gamecontrol[GC_SYSTEMMENU][1]) // allow remappable ESC key
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ch = KEY_ESCAPE;
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@ -3601,7 +3609,7 @@ boolean M_Responder(event_t *ev)
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//currentMenu->lastOn = itemOn;
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//if (currentMenu->prevMenu)
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// M_SetupNextMenu(currentMenu->prevMenu);
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return false;
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return shouldswallowevent;
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default:
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CON_Responder(ev);
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