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It's a minor inconvenience, but when i tab out of Gothic and then select the window by clicking the mouse into the window, it registers the mouse-click. And the way how the menu is made, it will select some button currently close in the menu. In the worst case starting a new adventure or overwriting a save. Would be cool if we could ignore this first signal when bringing the window back into focus.
The text was updated successfully, but these errors were encountered:
In engine there is a void focusEvent(Tempest::FocusEvent& event). However at lest on windows, OS reports focus event first and only then mouseClick.
In widget system (non-native UI controls controlled by the engine) it's other way around: mouseDown first, then if accepted, focusEvent.
I think it would be nice to ensure consistency between OS and internal UI, by forcing mouseDown to be processed first, then you can early-out from mouseDown even ala if(!hasFocus()).
It's a minor inconvenience, but when i tab out of Gothic and then select the window by clicking the mouse into the window, it registers the mouse-click. And the way how the menu is made, it will select some button currently close in the menu. In the worst case starting a new adventure or overwriting a save. Would be cool if we could ignore this first signal when bringing the window back into focus.
The text was updated successfully, but these errors were encountered: