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Use current OverlayActivationMode to determine confine logic
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4b6f893408
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5859755886
@ -7,44 +7,37 @@ using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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using osu.Game.Overlays;
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using osu.Game.Screens.Play;
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namespace osu.Game.Input
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{
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/// <summary>
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/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>
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/// while providing a property for <see cref="Player"/> to indicate whether gameplay is currently active.
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/// Connects <see cref="OsuSetting.ConfineMouseMode"/> with <see cref="FrameworkSetting.ConfineMouseMode"/>,
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/// while optionally binding an <see cref="OverlayActivation"/> mode, usually that of the current <see cref="Player"/>.
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/// It is assumed that while overlay activation is <see cref="OverlayActivation.Disabled"/>, we should also confine the
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/// mouse cursor if it has been requested with <see cref="OsuConfineMouseMode.DuringGameplay"/>.
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/// </summary>
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public class ConfineMouseTracker : Component
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{
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private Bindable<ConfineMouseMode> frameworkConfineMode;
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private Bindable<OsuConfineMouseMode> osuConfineMode;
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private bool gameplayActive;
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/// <summary>
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/// Indicates whether osu! is currently considered "in gameplay" for the
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/// purposes of <see cref="OsuConfineMouseMode.DuringGameplay"/>.
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/// The bindable used to indicate whether gameplay is active.
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/// Should be bound to the corresponding bindable of the current <see cref="Player"/>.
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/// Defaults to <see cref="OverlayActivation.All"/> to assume that all other screens are considered "not gameplay".
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/// </summary>
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public bool GameplayActive
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{
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get => gameplayActive;
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set
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{
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if (gameplayActive == value)
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return;
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gameplayActive = value;
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updateConfineMode();
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}
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}
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public IBindable<OverlayActivation> OverlayActivationMode { get; } = new Bindable<OverlayActivation>(OverlayActivation.All);
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager frameworkConfigManager, OsuConfigManager osuConfigManager)
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{
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frameworkConfineMode = frameworkConfigManager.GetBindable<ConfineMouseMode>(FrameworkSetting.ConfineMouseMode);
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osuConfineMode = osuConfigManager.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode);
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osuConfineMode.BindValueChanged(_ => updateConfineMode(), true);
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osuConfineMode.ValueChanged += _ => updateConfineMode();
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OverlayActivationMode.BindValueChanged(_ => updateConfineMode(), true);
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}
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private void updateConfineMode()
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@ -60,7 +53,7 @@ namespace osu.Game.Input
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break;
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case OsuConfineMouseMode.DuringGameplay:
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frameworkConfineMode.Value = GameplayActive ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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frameworkConfineMode.Value = OverlayActivationMode.Value == OverlayActivation.Disabled ? ConfineMouseMode.Always : ConfineMouseMode.Never;
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break;
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case OsuConfineMouseMode.Always:
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@ -229,6 +229,8 @@ namespace osu.Game.Screens.Play
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DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
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confineMouseTracker.OverlayActivationMode.BindTo(OverlayActivationMode);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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@ -365,9 +367,6 @@ namespace osu.Game.Screens.Play
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OverlayActivationMode.Value = OverlayActivation.UserTriggered;
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else
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OverlayActivationMode.Value = OverlayActivation.Disabled;
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if (confineMouseTracker != null)
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confineMouseTracker.GameplayActive = !GameplayClockContainer.IsPaused.Value && !DrawableRuleset.HasReplayLoaded.Value && !HasFailed;
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}
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private void updatePauseOnFocusLostState() =>
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