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Merge pull request #20835 from frenzibyte/improve-hide-mouse-on-keyboard

Improve automatic cursor hiding logic and limit to gameplay screen
This commit is contained in:
Dean Herbert 2022-10-20 11:44:20 +09:00 committed by GitHub
commit 6b26547d03
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6 changed files with 36 additions and 6 deletions

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@ -178,6 +178,7 @@ namespace osu.Game.Tests.Visual.UserInterface
[Test]
public void TestKeyboardLocalCursor([Values] bool clickToShow)
{
AddStep("Enable cursor hiding", () => globalCursorDisplay.MenuCursor.HideCursorOnNonMouseInput = true);
AddStep("Move to purple area", () => InputManager.MoveMouseTo(cursorBoxes[3].ScreenSpaceDrawQuad.Centre + new Vector2(10, 0)));
AddAssert("Check purple cursor visible", () => checkVisible(cursorBoxes[3].Cursor));
AddAssert("Check global cursor alpha is 1", () => globalCursorDisplay.MenuCursor.Alpha == 1);
@ -201,6 +202,7 @@ namespace osu.Game.Tests.Visual.UserInterface
[Test]
public void TestKeyboardUserCursor([Values] bool clickToShow)
{
AddStep("Enable cursor hiding", () => globalCursorDisplay.MenuCursor.HideCursorOnNonMouseInput = true);
AddStep("Move to green area", () => InputManager.MoveMouseTo(cursorBoxes[0]));
AddAssert("Check green cursor visible", () => checkVisible(cursorBoxes[0].Cursor));
AddAssert("Check global cursor alpha is 0", () => !checkVisible(globalCursorDisplay.MenuCursor) && globalCursorDisplay.MenuCursor.ActiveCursor.Alpha == 0);

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@ -23,6 +23,21 @@ namespace osu.Game.Graphics.Cursor
private readonly IBindable<bool> screenshotCursorVisibility = new Bindable<bool>(true);
public override bool IsPresent => screenshotCursorVisibility.Value && base.IsPresent;
private bool hideCursorOnNonMouseInput;
public bool HideCursorOnNonMouseInput
{
get => hideCursorOnNonMouseInput;
set
{
if (hideCursorOnNonMouseInput == value)
return;
hideCursorOnNonMouseInput = value;
updateState();
}
}
protected override Drawable CreateCursor() => activeCursor = new Cursor();
private Cursor activeCursor = null!;
@ -75,7 +90,7 @@ namespace osu.Game.Graphics.Cursor
private void updateState()
{
bool combinedVisibility = State.Value == Visibility.Visible && lastInputWasMouse.Value && !isIdle.Value;
bool combinedVisibility = State.Value == Visibility.Visible && (lastInputWasMouse.Value || !hideCursorOnNonMouseInput) && !isIdle.Value;
if (visible == combinedVisibility)
return;
@ -262,14 +277,19 @@ namespace osu.Game.Graphics.Cursor
{
switch (e)
{
case MouseEvent:
case MouseDownEvent:
case MouseMoveEvent:
lastInputWasMouseSource.Value = true;
return false;
default:
case KeyDownEvent keyDown when !keyDown.Repeat:
case JoystickPressEvent:
case MidiDownEvent:
lastInputWasMouseSource.Value = false;
return false;
}
return false;
}
}

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@ -1333,6 +1333,8 @@ namespace osu.Game
OverlayActivationMode.BindTo(newOsuScreen.OverlayActivationMode);
API.Activity.BindTo(newOsuScreen.Activity);
GlobalCursorDisplay.MenuCursor.HideCursorOnNonMouseInput = newOsuScreen.HideMenuCursorOnNonMouseInput;
if (newOsuScreen.HideOverlaysOnEnter)
CloseAllOverlays();
else

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@ -41,6 +41,11 @@ namespace osu.Game.Screens
/// </summary>
bool HideOverlaysOnEnter { get; }
/// <summary>
/// Whether the menu cursor should be hidden when non-mouse input is received.
/// </summary>
bool HideMenuCursorOnNonMouseInput { get; }
/// <summary>
/// Whether overlays should be able to be opened when this screen is current.
/// </summary>

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@ -40,11 +40,10 @@ namespace osu.Game.Screens
public virtual bool AllowExternalScreenChange => false;
/// <summary>
/// Whether all overlays should be hidden when this screen is entered or resumed.
/// </summary>
public virtual bool HideOverlaysOnEnter => false;
public virtual bool HideMenuCursorOnNonMouseInput => false;
/// <summary>
/// The initial overlay activation mode to use when this screen is entered for the first time.
/// </summary>

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@ -66,6 +66,8 @@ namespace osu.Game.Screens.Play
public override bool HideOverlaysOnEnter => true;
public override bool HideMenuCursorOnNonMouseInput => true;
protected override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
// We are managing our own adjustments (see OnEntering/OnExiting).