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authorAuke Kok <sofar@foo-projects.org>2017-04-14 22:16:57 -0700
committerAuke Kok <sofar+github@foo-projects.org>2017-04-17 21:45:40 -0700
commit5433e9bd19b9c3a42f8db569bf8f47d6dbe4f0c5 (patch)
tree7015667901c3cd5ab652e8de9937124397b4ac66 /src/guiFormSpecMenu.cpp
parent61202513208b23d3e7a2a91d10aba154e6cbf352 (diff)
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Don't make TAB exit game if bound to inventory.
I play with the TAB key bound to the inventory. However, the code here assumes that TAB means "close formspec" in all contexts, including the main menu. This causes my game to exit when I attempt to TAB in between USERNAME and PASSWORD fields. We know when m_client != NULL that the game is a client game and not in the main menu, and then it's OK to use the INVENTORY bound key to exit the formspec, since it's not the main menu.
Diffstat (limited to 'src/guiFormSpecMenu.cpp')
-rw-r--r--src/guiFormSpecMenu.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/guiFormSpecMenu.cpp b/src/guiFormSpecMenu.cpp
index 330124fe1..3fe3c5cc2 100644
--- a/src/guiFormSpecMenu.cpp
+++ b/src/guiFormSpecMenu.cpp
@@ -3296,8 +3296,9 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
{
if (event.EventType==EET_KEY_INPUT_EVENT) {
KeyPress kp(event.KeyInput);
- if (event.KeyInput.PressedDown && ( (kp == EscapeKey) ||
- (kp == getKeySetting("keymap_inventory")) || (kp == CancelKey))) {
+ if (event.KeyInput.PressedDown && (
+ (kp == EscapeKey) || (kp == CancelKey) ||
+ ((m_client != NULL) && (kp == getKeySetting("keymap_inventory"))))) {
tryClose();
return true;
} else if (m_client != NULL && event.KeyInput.PressedDown &&