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>
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1 changed files with 4 additions and 2 deletions
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@ -8518,8 +8518,10 @@ public sealed class GameWindow : IDisposable
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// Every other action fires on Press only (no Release / Hold side-
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// effects in the K.1b set). Filter out non-Press activations early
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// so subscribers that have Release-mode bindings don't accidentally
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// re-fire.
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if (activation != AcDream.UI.Abstractions.Input.ActivationType.Press) return;
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// re-fire. B.4b exception: DoubleClick must pass through so
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// SelectDblLeft / SelectDblRight / SelectDblMid can reach the switch.
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if (activation != AcDream.UI.Abstractions.Input.ActivationType.Press
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&& activation != AcDream.UI.Abstractions.Input.ActivationType.DoubleClick) return;
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// K-fix1 (2026-04-26): Q is autorun TOGGLE, not hold-to-run. Press
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// Q to start, press Q again to stop. Pressing Backup / Stop /
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