Input (SDL only?) problems with consecutive mission screens

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oO
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Input (SDL only?) problems with consecutive mission screens

Post by oO »

I am noticing input "stuckiness" when selecting an option in consecutive mission screens. That is, i click return selecting an option in mission_screen_1, and then the default option of mission_screen_2 gets selected.

I have made a test oxp (available on demand) with 5 consecutive mission screens containing only a number from 1 to 5 and 2 options (both get you to the next screen). I should be getting to mission screens 1,2,3,4,5 but i often get 1,3,5 other times 1,4 if i click really really fast then maybe i can get the next numbered screen message... it seems that key_down input is given to screens that haven't been shown.
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winston
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Post by winston »

In which case MyOpenGLView's -supressKeysUntilKeyUp needs to be called when Enter is pressed on a mission screen (so further key input is ignored until a key up event has been received).
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Post by oO »

Aha, most helpful!

I tried to put that in PlayerEntity\ Additions.m, inside - (void) setMissionChoices but then the first input was lost

any ideas?
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