ignore device menu presses before UI is up

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Eric 2023-06-13 15:25:07 -07:00
parent b93a53289a
commit 2d289a1cd2
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6 changed files with 38 additions and 35 deletions

56
.efrocachemap generated
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@ -1,4 +1,4 @@
### 1.7.20 (build 21096, api 8, 2023-06-13)
### 1.7.20 (build 21098, api 8, 2023-06-13)
- This seems like a good time for a `refactoring` release in anticipation of
changes coming in 1.8. Basically this means that a lot of things will be
@ -317,8 +317,8 @@
Android would not show correctly under the player.
- (build 21084) Plugin UI now has a categories dropdown for showing only enabled
or disabled plugins (Thanks vishal332008!)
- (build 21095) Fixed an issue where certain buttons such as map selection
buttons would not draw correctly.
- (build 21095) Fixed an issue where certain buttons such as map selection buttons
would draw incorrectly.
### 1.7.19 (build 20997, api 7, 2023-01-19)

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@ -96,6 +96,8 @@ ctx.src_unchecked_paths = {
'ballisticakit-xcode/BallisticaKit Shared/Assets.xcassets',
'ballisticakit-android/BallisticaKit/src/*/res',
'ballisticakit-android/BallisticaKit/src/*/assets',
'ballisticakit-android/local.properties',
'ballisticakit-android/.gradle',
}
# Paths/names/suffixes we consider 'project' files.

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@ -28,7 +28,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 21096
TARGET_BALLISTICA_BUILD = 21098
TARGET_BALLISTICA_VERSION = '1.7.20'
_g_env_config: EnvConfig | None = None

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@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 21096;
const int kEngineBuildNumber = 21098;
const char* kEngineVersion = "1.7.20";
auto MonolithicMain(const core::CoreConfig& core_config) -> int {

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@ -87,8 +87,9 @@ void UIV1Python::HandleDeviceMenuPress(base::InputDevice* device) {
assert(device);
assert(objs().Exists(ObjID::kDeviceMenuPressCall));
// Ignore if input is locked...
if (g_base->input->IsInputLocked()) {
// Ignore if input is locked or we've not yet got a root widget.
if (g_base->input->IsInputLocked() || g_ui_v1 == nullptr
|| g_ui_v1->root_widget() == nullptr) {
return;
}
base::ScopedSetContext ssc(nullptr);