// FIXME: This fix ends up breaking some of the vanilla text inputs. #if 0 #include using namespace geode::prelude; // rob only uses `CCTextInputNode`s in mostly-flat hierarchies, which still // happen to work with the weird vanilla code. this fix makes it work even in // deep hierarchies, because the vanilla code uses `getParent` and manually // calculates the child location in the world space based on that rather than // using `convertToNodeSpace`. struct CCTextInputNodeFix : Modify { bool ccTouchBegan(CCTouch* touch, CCEvent* event) { auto const touchPos = touch->getLocation(); auto const size = this->getContentSize(); auto const pos = this->convertToNodeSpace(touchPos) + m_textField->getAnchorPoint() * size; if (pos.x < 0 || pos.x > size.width || pos.y < 0 || pos.y > size.height) return false; if (m_delegate && !m_delegate->allowTextInput(this)) return false; this->onClickTrackNode(true); return true; } }; #endif