Fix the last frame before not showing overlay
The last frame was sending inputs to the game window, making the game receive a <TAB>.merge-requests/28/head
parent
ca0ef4380a
commit
3c83e08d34
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@ -91,6 +91,7 @@ bool IgnoreMsg(UINT uMsg)
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LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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{
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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Steam_Overlay* overlay = get_steam_client()->steam_overlay;
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bool show = overlay->ShowOverlay();
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// Is the event is a key press
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// Is the event is a key press
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if (uMsg == WM_KEYDOWN)
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if (uMsg == WM_KEYDOWN)
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{
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{
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@ -99,11 +100,15 @@ LRESULT CALLBACK Windows_Hook::HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam,
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{
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{
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// If Left Shift is pressed
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// If Left Shift is pressed
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if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
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if (GetAsyncKeyState(VK_LSHIFT) & (1 << 15))
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{
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overlay->ShowOverlay(!overlay->ShowOverlay());
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overlay->ShowOverlay(!overlay->ShowOverlay());
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if (overlay->ShowOverlay())
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show = true;
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}
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}
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}
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}
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}
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if (overlay->ShowOverlay())
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if (show)
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{
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{
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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if (IgnoreMsg(uMsg))
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if (IgnoreMsg(uMsg))
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