fix(B.4b): let DoubleClick activation pass the OnInputAction gate

GameWindow.OnInputAction had an early-return gate dropping every
non-Press activation. With the new InputDispatcher firing
SelectDblLeft as ActivationType.DoubleClick, the case in the switch
was unreachable -- visual test confirmed [input] SelectDblLeft
DoubleClick fired but [B.4b] pick never followed.

Fix: also let DoubleClick through the gate. The existing case label
matches on action (not activation), so SelectDblLeft fires
PickAndStoreSelection(useImmediately: true) as designed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-13 18:15:26 +02:00
parent 242ce706ef
commit 58b95bc0c5

View file

@ -8518,8 +8518,10 @@ public sealed class GameWindow : IDisposable
// Every other action fires on Press only (no Release / Hold side-
// effects in the K.1b set). Filter out non-Press activations early
// so subscribers that have Release-mode bindings don't accidentally
// re-fire.
if (activation != AcDream.UI.Abstractions.Input.ActivationType.Press) return;
// re-fire. B.4b exception: DoubleClick must pass through so
// SelectDblLeft / SelectDblRight / SelectDblMid can reach the switch.
if (activation != AcDream.UI.Abstractions.Input.ActivationType.Press
&& activation != AcDream.UI.Abstractions.Input.ActivationType.DoubleClick) return;
// K-fix1 (2026-04-26): Q is autorun TOGGLE, not hold-to-run. Press
// Q to start, press Q again to stop. Pressing Backup / Stop /