From 95762b9a3ad447a602244bd419b9ade7d2eb3196 Mon Sep 17 00:00:00 2001 From: MrTheShy <49885496+MrTheShy@users.noreply.github.com> Date: Tue, 10 Mar 2026 13:32:27 +0100 Subject: [PATCH] Fix fullscreen progress screen swallowing input before load completes Two issues in UIScene_FullscreenProgress::handleInput: 1. The touchpad/button press that triggers movie skip or input forwarding had no guard on m_threadCompleted, so pressing a button during the loading phase would fire the skip/send logic before the background thread finished. Added the m_threadCompleted check so that path is only reachable once the load is actually done. 2. The `handled = true` assignment was missing from that branch, so input events were not being consumed and could fall through to other handlers. Added it unconditionally at the end of the block. --- Minecraft.Client/Common/UI/UIScene_FullscreenProgress.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Minecraft.Client/Common/UI/UIScene_FullscreenProgress.cpp b/Minecraft.Client/Common/UI/UIScene_FullscreenProgress.cpp index e89c06261..6a4ea0966 100644 --- a/Minecraft.Client/Common/UI/UIScene_FullscreenProgress.cpp +++ b/Minecraft.Client/Common/UI/UIScene_FullscreenProgress.cpp @@ -278,7 +278,7 @@ void UIScene_FullscreenProgress::handleInput(int iPad, int key, bool repeat, boo #ifdef __ORBIS__ case ACTION_MENU_TOUCHPAD_PRESS: #endif - if(pressed) + if(pressed && m_threadCompleted) { sendInputToMovie(key, repeat, pressed, released); } @@ -292,6 +292,7 @@ void UIScene_FullscreenProgress::handleInput(int iPad, int key, bool repeat, boo } break; } + handled = true; } }