Skip to content
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
12 changes: 2 additions & 10 deletions src/modules/CannedMessageModule.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -360,16 +360,7 @@ int CannedMessageModule::handleInputEvent(const InputEvent *event)
return handleEmotePickerInput(event);

case CANNED_MESSAGE_RUN_STATE_INACTIVE:
if (isSelect) {
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Do we know what exactly this was doing?

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I believe while in the module screen on an inactive state, it was preventing the select button from mistakenly moving you out of the screen since select is also used to pull action menu. It was intercepting it so it did nothing.

Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Basically correct. It was a short circuit to make sure the select button didn't do anything, and that event got passed into the screen handler.

return 0; // Main button press no longer runs through powerFSM
}
// Let LEFT/RIGHT pass through so frame navigation works
if (event->inputEvent == INPUT_BROKER_LEFT || event->inputEvent == INPUT_BROKER_RIGHT) {
break;
}
// Handle UP/DOWN: activate canned message list!
if (event->inputEvent == INPUT_BROKER_UP || event->inputEvent == INPUT_BROKER_DOWN ||
event->inputEvent == INPUT_BROKER_ALT_LONG) {
if (event->inputEvent == INPUT_BROKER_ALT_LONG) {
LaunchWithDestination(NODENUM_BROADCAST);
return 1;
}
Expand All @@ -383,6 +374,7 @@ int CannedMessageModule::handleInputEvent(const InputEvent *event)
// Immediately process the input in the new state (freetext)
return handleFreeTextInput(event);
}
return 0;
break;

// (Other states can be added here as needed)
Expand Down
Loading