fix: pad 0 signed in when keyboard focused (KBM without gamepad)

This commit is contained in:
2026-09-14 17:54:37 -07:00
parent 1ba5902026
commit 6195bd193d
4 changed files with 15 additions and 2 deletions
+5
View File
@@ -344,6 +344,11 @@ bool C_4JInput::IsMouseCaptured() const
return InternalKeyboard.IsMouseCaptured();
}
bool C_4JInput::IsWindowFocused() const
{
return InternalKeyboard.IsWindowFocused();
}
void C_4JInput::SetMousePos(int x, int y)
{
InternalKeyboard.SetMousePos(x, y);
+1
View File
@@ -90,6 +90,7 @@ public:
void SetMouseCaptured(bool captured);
void SetWindowFocused(bool focused);
bool IsMouseCaptured() const { return m_mouseCaptured; }
bool IsWindowFocused() const { return m_windowFocused; }
void SetMousePos(int x, int y) { m_mouseX = x; m_mouseY = y; }
+8 -2
View File
@@ -7,12 +7,18 @@ wchar_t fakeGamerTagW[16] = L"PlayerName";
bool CSys::IsSignedIn(int iQuadrant)
{
return InputManager.IsPadConnected(iQuadrant); //str1k3r - since we dont sign in like consoles just check if the pad is connected
if (InputManager.IsPadConnected(iQuadrant))
return true;
//str1k3r - since we dont sign in like consoles just check if the pad is connected
//kbm - pad 0 also counts as signed in when the keyboard is available
return iQuadrant == 0 && InputManager.IsWindowFocused();
}
bool CSys::IsSignedInLive(int iProf)
{
return InputManager.IsPadConnected(iProf);
if (InputManager.IsPadConnected(iProf))
return true;
return iProf == 0 && InputManager.IsWindowFocused();
}
//str1k3r - set every pad that isnt pad 0 as a guest
+1
View File
@@ -190,6 +190,7 @@ public:
void SetMouseCaptured(bool captured);
void SetWindowFocused(bool focused);
bool IsMouseCaptured() const;
bool IsWindowFocused() const;
void SetMousePos(int x, int y);