Overlay: our IsMouseOverGameWindow patch was blocking StrategyCameraController.TeleportToMouse() as a side effect. Added native export RRPOPOUT_GetOverlayMouseMapPos (stores imgPos atomically each render frame, returns normalized map-image cursor coords) and handle the T key directly in UiHost.Update(), invoking MapDrag.OnTeleport with the correct viewport position. MapDrag.Update() stays gated behind _pointerOver which never fires on our collapsed canvas, so there is no double-teleport. Popout: T key does not fire through Unity Input System when the game window lacks focus. Added GetAsyncKeyState(VK_T) rising-edge detection in DetachedPanel.Update(), using the last MouseMove event position (tracked before the drag-only guard) as the viewport coordinate. Module disabled: all three MapWindow_Toggle/Show/ShowPos Harmony prefixes now pass through to the game's native map when PopoutModule.Settings.enabled is false. Previously UiService.Install() always applied the intercepts regardless of module state. Also removed F10 as a shortcut to switch to the popout - F9 already does this and F10 conflicts with the Shift+F10 UMM hotkey. |
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| .. | ||
| d3d11_renderer.cpp | ||
| d3d11_renderer.h | ||
| dllmain.cpp | ||
| exports.cpp | ||
| input_queue.h | ||
| popout_window.h | ||
| popout_windows.cpp | ||
| popout_windows.h | ||