GUI: suppress input on text focus, not view focus - #248
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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 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.
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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: 🔵 Low · up to The change narrows input suppression to editable text focus, but focus updates may lag by one query cycle, briefly leaving scripted keys or voice capture incorrectly suppressed or enabled. The PR is mergeable with explicit owner awareness or follow-up on event-processing order. 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
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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
Manager::Update pumps CEF, which is what delivers InputFocusChange, and it runs after UpdateNetworking -- so the suppression read saw last tick's focus state. Move the read after the pump. This is freshness hygiene rather than a leak fix: the focus event crosses from the render process asynchronously, so the IPC hop dominates the window this closes.
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 reports editable focus directly. Games gating on IsAnyViewFocused for this purpose should move to IsAnyTextInputFocused.
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