refactor(input): extract the gameplay frame

This commit is contained in:
Erik 2026-07-22 01:38:40 +02:00
parent 0bc9fda9de
commit c557038353
24 changed files with 2433 additions and 559 deletions

View file

@ -220,9 +220,9 @@ public sealed class InputDispatcher
if (action == InputAction.None) return false;
// While a text field owns the keyboard ("write mode"), held game actions read as
// released: typing "swd" must not move the character. This is the polling-path twin
// of the WantCaptureKeyboard gate on Fired actions. NOTE: this suppresses KEY-driven
// movement only — latched state that isn't a key (e.g. autorun, ORed into Forward at
// the call site) keeps driving the character, so chat doesn't cancel autorun.
// of the WantCaptureKeyboard gate on Fired actions. This suppresses physical keys;
// the App movement owner separately pauses all movement for devtools capture while
// allowing retained-chat capture to preserve the retail autorun latch.
if (_mouse.WantCaptureKeyboard) return false;
if (_automationHeldActions.Contains(action)) return true;
foreach (var b in _bindings.ForAction(action))