fix #231: infinity input blocking when Filters
collapsed
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cd7cc0588b
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@ -189,13 +189,6 @@ namespace cheat::feature
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const auto sceneID = game::GetCurrentMapSceneID();
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const auto sceneID = game::GetCurrentMapSceneID();
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if (m_ScenesData.count(sceneID) == 0)
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if (m_ScenesData.count(sceneID) == 0)
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ImGui::Text("Sorry. Current scene is not supported.");
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ImGui::Text("Sorry. Current scene is not supported.");
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// If any InputText is focused, the game will not respond any keyboard input.
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auto ctx = ImGui::GetCurrentContext();
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if (ctx->IO.WantCaptureKeyboard)
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renderer::SetInputLock(this, true);
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else
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renderer::SetInputLock(this, false);
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ImGui::InputText("Search", &m_SearchText); ImGui::SameLine();
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ImGui::InputText("Search", &m_SearchText); ImGui::SameLine();
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HelpMarker(
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HelpMarker(
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@ -1386,6 +1379,12 @@ namespace cheat::feature
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void InteractiveMap::DrawExternal()
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void InteractiveMap::DrawExternal()
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{
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{
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// If any InputText is focused, the game will not respond any keyboard input.
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auto ctx = ImGui::GetCurrentContext();
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if (ctx->IO.WantCaptureKeyboard && !renderer::IsInputLocked())
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renderer::SetInputLock(this, true);
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else if (!ctx->IO.WantCaptureKeyboard && renderer::IsInputLocked())
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renderer::SetInputLock(this, false);
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if (IsMiniMapActive() && f_Enabled)
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if (IsMiniMapActive() && f_Enabled)
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DrawMinimapPoints();
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DrawMinimapPoints();
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