GUI: suppress input on text focus, not view focus - #248
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🚧 Files skipped from review as they are similar to previous changes (4)
Included review availability: Your plan provides up to 1 included review per hour; 0 remain after this review. WalkthroughThe GUI tracks text-input focus separately from general view focus. The manager aggregates this state across active views. The client update uses it, together with chat input activity, to control voice-input suppression. ChangesText input focus tracking
Estimated code review effort: 2 (Simple) | ~10 minutes Merge Risk: ⚪ Minimal · up to Input and voice suppression now depend on editable-element focus rather than general web-view focus, allowing focused non-text UI to retain normal game input and voice behavior. The focus-state timing issue has been addressed, with no remaining merge-blocking risk identified. Sequence Diagram(s)sequenceDiagram
participant Update
participant WebManager
participant Manager
Update->>WebManager: update web views
Update->>Manager: query IsAnyTextInputFocused()
Manager-->>Update: return aggregate text-input focus
Update->>Update: suppress voice input when chat or web text input is active
Poem
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✅ Passed checks (4 passed)
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Actionable comments posted: 1
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Inline comments:
In `@code/framework/src/integrations/client/instance.cpp`:
- Around line 545-547: Update Instance::Update so CEF processing through
_webManager->Update() occurs before the voice suppression check in
UpdateNetworking, ensuring SetInputSuppressed observes the current text-input
focus state. Preserve the existing _chatBox.IsInputActive() and
IsAnyTextInputFocused() conditions.
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ℹ️ Review info
⚙️ Run configuration
Configuration used: Organization UI
Review profile: CHILL
Plan: Pro Plus
Run ID: cc3aa989-563e-45a7-8546-144625ae3bbc
📒 Files selected for processing (5)
code/framework/src/gui/manager.cppcode/framework/src/gui/manager.hcode/framework/src/gui/view.cppcode/framework/src/gui/view.hcode/framework/src/integrations/client/instance.cpp
A focused CEF view suppressed all scripted keybinds and voice capture whether or not it took typed input, so a HUD or menu froze noclip mid-flight and muted the microphone with no indication. The precise signal already existed and was never aggregated: the render process reports form-control focus through OnFocusedNodeChanged, and scripts already receive it as browserInputFocusChange. Track it per view and expose Manager::IsAnyTextInputFocused, then gate on that. The original intent -- push-to-talk defaults to a letter key, so typing must not go out over voice -- is preserved and tightened, since a chat box's <input> reports editable focus directly. Games gating on IsAnyViewFocused for this purpose should move to IsAnyTextInputFocused.
CefDOMNode::IsEditable is the predicate: the form-control test counted buttons, checkboxes and selects as typing and missed contenteditable. Both the renderer's dedupe map and the view's flag reset when a main frame starts loading, since a cross-process navigation never reports the old caret going away.
A view receives keys only while HasFocus() && ShouldDisplay(), so a hidden or unfocused view's caret must not suppress input. The DOM flag itself is kept across Focus(false): the caret survives it and reports no transition when the view is refocused, so clearing it would unmute voice while typing into a reopened chat.
IsLocalInputAvailable is the gate behind scripted keybinds and the push-to-talk poll in every shipped mod; a focused HUD still froze both while only the voice suppression had moved. Suppression stays in UpdateNetworking, right before the voice update that consumes it.
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A focused CEF view suppressed all scripted keybinds and voice capture whether or not it took typed input, so a HUD or menu froze noclip mid-flight and muted the microphone with no indication. The precise signal already existed and was never aggregated: the render process reports focused-node changes through OnFocusedNodeChanged, and scripts already receive it as browserInputFocusChange.
Track it per view, expose Manager::IsAnyTextInputFocused, and gate on that in both places the framework owns: voice suppression and Instance::IsLocalInputAvailable, which is the default gate behind scripted keybinds and every shipped mod's push-to-talk poll. The original intent -- push-to-talk defaults to a letter key, so typing must not go out over voice -- is preserved and tightened, since a chat box's input reports editable focus directly.
Details, following review:
Mods that still gate on IsAnyViewFocused for this purpose (Hogwarts ReconcileWebFocusLock, render_device, chat) should move to IsAnyTextInputFocused.
Summary by CodeRabbit
Bug Fixes