Rewrote how input text box focus is decided
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parent
1585e0aa67
commit
8b3e321ab5
41 changed files with 317 additions and 490 deletions
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@ -114,7 +114,7 @@ void DrawCamera::update_main(World& w) {
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checks_after_input(w);
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}
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else {
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if(w.main.input.key(InputManager::KEY_CAMERA_ROTATE_COUNTERCLOCKWISE).held && !w.main.input.text.is_accepting_input()) {
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if(w.main.input.key(InputManager::KEY_CAMERA_ROTATE_COUNTERCLOCKWISE).held && !w.main.input.text_is_accepting_input()) {
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c.rotate_about(c.from_space(w.main.window.size.cast<float>() * 0.5f), -w.main.deltaTime);
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InputManager::MouseMotionCallbackArgs motion{
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.pos = w.main.input.mouse.pos,
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@ -124,7 +124,7 @@ void DrawCamera::update_main(World& w) {
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w.main.g.gui.set_to_layout();
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checks_after_input(w);
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}
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if(w.main.input.key(InputManager::KEY_CAMERA_ROTATE_CLOCKWISE).held && !w.main.input.text.is_accepting_input()) {
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if(w.main.input.key(InputManager::KEY_CAMERA_ROTATE_CLOCKWISE).held && !w.main.input.text_is_accepting_input()) {
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c.rotate_about(c.from_space(w.main.window.size.cast<float>() * 0.5f), w.main.deltaTime);
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InputManager::MouseMotionCallbackArgs motion{
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.pos = w.main.input.mouse.pos,
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