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Fix input focus issues #633
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This reverts commit ff918df. This changed it from "RendererHasFocus" to "UIHasFocus", which is wrong. Specifically, it broke for non-Render to Main Window cases where the renderer window isn't managed by wx. It also broke the pending exclusive fullscreen support, which checks this function to determine if the renderer is on top so it can full-screen it. We'll add a new hook, "UIHasFocus", in the next commit.
We can't use RendererHasFocus for this purpose because of some issues with exclusive fullscreen, and the new RendererHasFocus implementation didn't work for non-Render to Main Window cases, since the renderer window wasn't managed by wx.
| @@ -84,7 +84,7 @@ bool Device::Control::InputGateOn() | |||
| { | |||
| if (SConfig::GetInstance().m_BackgroundInput) | |||
| return true; | |||
| else if (Host_RendererHasFocus()) | |||
| else if (Host_RendererHasFocus() || Host_UIHasFocus()) | |||
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|
Thanks for restoring the old |
| wxWindow *window = wxWindow::FindFocus(); | ||
| if (window == nullptr) | ||
| return false; | ||
| // Why these different cases? |
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This simply fixes the Render to Main Window / Background Input issue. I haven't looked at TAS input, the input OSD, nor radius=100 bugs yet.