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Use current OverlayActivationMode to determine confine logic

This commit is contained in:
Shane Woolcock 2020-10-05 11:11:46 +10:30
parent 4b6f893408
commit 5859755886
2 changed files with 15 additions and 23 deletions

View File

@ -7,44 +7,37 @@ using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Configuration;
using osu.Game.Overlays;
using osu.Game.Screens.Play;
namespace osu.Game.Input
{
/// <summary>
/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>
/// while providing a property for <see cref="Player"/> to indicate whether gameplay is currently active.
/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>,
/// while optionally binding an <see cref="OverlayActivation"/> mode, usually that of the current <see cref="Player"/>.
/// It is assumed that while overlay activation is <see cref="OverlayActivation.Disabled"/>, we should also confine the
/// mouse cursor if it has been requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
/// </summary>
public class ConfineMouseTracker : Component
{
private Bindable<ConfineMouseMode> frameworkConfineMode;
private Bindable<OsuConfineMouseMode> osuConfineMode;
private bool gameplayActive;
/// <summary>
/// Indicates whether osu! is currently considered "in gameplay" for the
/// purposes of <see cref="OsuConfineMouseMode.DuringGameplay"/>.
/// The bindable used to indicate whether gameplay is active.
/// Should be bound to the corresponding bindable of the current <see cref="Player"/>.
/// Defaults to <see cref="OverlayActivation.All"/> to assume that all other screens are considered "not gameplay".
/// </summary>
public bool GameplayActive
{
get => gameplayActive;
set
{
if (gameplayActive == value)
return;
gameplayActive = value;
updateConfineMode();
}
}
public IBindable<OverlayActivation> OverlayActivationMode { get; } = new Bindable<OverlayActivation>(OverlayActivation.All);
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
{
frameworkConfineMode = frameworkConfigManager.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode);
osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
osuConfineMode.BindValueChanged(_ => updateConfineMode(), true);
osuConfineMode.ValueChanged += _ => updateConfineMode();
OverlayActivationMode.BindValueChanged(_ => updateConfineMode(), true);
}
private void updateConfineMode()
@ -60,7 +53,7 @@ namespace osu.Game.Input
break;
case OsuConfineMouseMode.DuringGameplay:
frameworkConfineMode.Value = GameplayActive ? ConfineMouseMode.Always : ConfineMouseMode.Never;
frameworkConfineMode.Value = OverlayActivationMode.Value == OverlayActivation.Disabled ? ConfineMouseMode.Always : ConfineMouseMode.Never;
break;
case OsuConfineMouseMode.Always:

View File

@ -229,6 +229,8 @@ namespace osu.Game.Screens.Play
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
confineMouseTracker.OverlayActivationMode.BindTo(OverlayActivationMode);
// bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
@ -365,9 +367,6 @@ namespace osu.Game.Screens.Play
OverlayActivationMode.Value = OverlayActivation.UserTriggered;
else
OverlayActivationMode.Value = OverlayActivation.Disabled;
if (confineMouseTracker != null)
confineMouseTracker.GameplayActive = !GameplayClockContainer.IsPaused.Value && !DrawableRuleset.HasReplayLoaded.Value && !HasFailed;
}
private void updatePauseOnFocusLostState() =>