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https://github.com/kevinporetti/UnrealImGui.git
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Modified UImGuiInputHandler::OnKeyDown to only handle command bindings if keyboard input is not shared and to leave it for DebugExec if it is.
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@ -24,13 +24,6 @@ static FImGuiInputResponse IgnoreResponse{ false, false };
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FImGuiInputResponse UImGuiInputHandler::OnKeyDown(const FKeyEvent& KeyEvent)
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FImGuiInputResponse UImGuiInputHandler::OnKeyDown(const FKeyEvent& KeyEvent)
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{
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{
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// If this is an input mode switch event then handle it here and consume.
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if (IsToggleInputEvent(KeyEvent))
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{
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ModuleManager->GetProperties().ToggleInput();
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return GetDefaultKeyboardResponse().RequestConsume();
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}
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// Ignore console events, so we don't block it from opening.
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// Ignore console events, so we don't block it from opening.
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if (IsConsoleEvent(KeyEvent))
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if (IsConsoleEvent(KeyEvent))
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{
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{
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@ -46,7 +39,15 @@ FImGuiInputResponse UImGuiInputHandler::OnKeyDown(const FKeyEvent& KeyEvent)
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}
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}
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#endif // WITH_EDITOR
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#endif // WITH_EDITOR
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return GetDefaultKeyboardResponse();
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const FImGuiInputResponse Response = GetDefaultKeyboardResponse();
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// With shared input we can leave command bindings for DebugExec to handle, otherwise we need to do it here.
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if (Response.HasConsumeRequest() && IsToggleInputEvent(KeyEvent))
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{
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ModuleManager->GetProperties().ToggleInput();
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}
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return Response;
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}
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}
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FImGuiInputResponse UImGuiInputHandler::GetDefaultKeyboardResponse() const
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FImGuiInputResponse UImGuiInputHandler::GetDefaultKeyboardResponse() const
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