feat(D.2b): write-mode movement gate that preserves autorun
In chat write mode the keyboard belongs to the input — typing "swd" must not walk the character — but AUTORUN must keep going (the user can chat while running). - InputDispatcher.IsActionHeld now returns false while WantCaptureKeyboard is set (a focused chat input), the polling-path twin of the existing gate on Fired actions. This SUPERSEDES the old per-frame OnUpdate early-return, which also killed autorun. Gating here instead lets the movement block keep running, so autorun — a separate latched bool ORed into Forward at the call site, not a polled key — survives. Test updated to encode the new contract. - GameWindow: the movement suppress-guard reverts to ImGui-devtools-only (the retail write mode no longer early-returns); wires DefaultTextInput = the chat input (Tab/Enter activation) and Input.Keyboard for clipboard. Drops the one-shot UI-scale diagnostic. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 37 additions and 17 deletions
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@ -148,27 +148,30 @@ public class InputDispatcherIsActionHeldTests
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}
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[Fact]
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public void IsActionHeld_does_not_check_WantCaptureMouse()
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public void IsActionHeld_gated_off_while_keyboard_captured()
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{
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// Per-frame held-state lookup is independent of UI capture: even
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// with WantCaptureMouse=true a movement key already held when
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// ImGui took focus continues to read as held until KeyUp. Press
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// events ARE gated (the Press wouldn't fire while UI captures),
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// but IsActionHeld answers the keyboard's underlying "is the
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// physical key down right now" — which the legacy IsKeyPressed
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// also did. The per-frame OnUpdate guard on
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// ImGui.GetIO().WantCaptureKeyboard is what suppresses movement
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// when chat is focused.
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// Write-mode gate (2026-06-16): a focused chat input sets
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// WantCaptureKeyboard, and held-key polling then reads RELEASED so typing
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// "swd" doesn't move the character. This SUPERSEDES the old design (where the
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// per-frame OnUpdate guard early-returned out of the whole movement block) —
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// that approach also killed AUTORUN. By gating here instead, the movement block
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// keeps running, so autorun (a separate latched bool ORed into Forward at the
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// call site, NOT a polled key) survives write mode. WantCaptureMouse alone does
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// NOT gate held-key polling — only keyboard capture does.
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var (dispatcher, kb, mouse, bindings) = Build();
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bindings.Add(new Binding(new KeyChord(Key.W, ModifierMask.None), InputAction.MovementForward));
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kb.EmitKeyDown(Key.W, ModifierMask.None);
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mouse.WantCaptureMouse = true;
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mouse.WantCaptureKeyboard = true;
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// Held, no capture → reads held.
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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// Even with both capture flags set, IsActionHeld remains true
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// because W is physically held. The dispatcher only suppresses
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// press transitions.
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// Keyboard captured (write mode) → held-key polling reads released.
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mouse.WantCaptureKeyboard = true;
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Assert.False(dispatcher.IsActionHeld(InputAction.MovementForward));
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// Mouse capture alone must NOT gate movement polling (only keyboard does).
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mouse.WantCaptureKeyboard = false;
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mouse.WantCaptureMouse = true;
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Assert.True(dispatcher.IsActionHeld(InputAction.MovementForward));
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}
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}
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