From 85b3fff9c8a695d89453b0dbd1b55eb0d27fe5e4 Mon Sep 17 00:00:00 2001 From: Shane Woolcock Date: Sun, 16 Aug 2020 23:11:09 +0930 Subject: [PATCH] Update mouse confine when gameplay state changes --- osu.Game/Screens/Play/Player.cs | 19 +++++++++++++++++-- 1 file changed, 17 insertions(+), 2 deletions(-) diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 541275cf55..3b8c4aea01 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -18,6 +18,7 @@ using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics.Containers; +using osu.Game.Input; using osu.Game.IO.Archives; using osu.Game.Online.API; using osu.Game.Overlays; @@ -63,6 +64,9 @@ namespace osu.Game.Screens.Play private Bindable mouseWheelDisabled; + [Resolved(CanBeNull = true)] + private ConfineMouseTracker confineMouseTracker { get; set; } + private readonly Bindable storyboardReplacesBackground = new Bindable(); public int RestartCount; @@ -197,10 +201,15 @@ namespace osu.Game.Screens.Play skipOverlay.Hide(); } - DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); + DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => + { + updatePauseOnFocusLostState(); + updateConfineMouse(); + }, true); // bind clock into components that require it DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); + DrawableRuleset.IsPaused.ValueChanged += _ => updateConfineMouse(); DrawableRuleset.OnNewResult += r => { @@ -346,6 +355,12 @@ namespace osu.Game.Screens.Play && !DrawableRuleset.HasReplayLoaded.Value && !breakTracker.IsBreakTime.Value; + private void updateConfineMouse() + { + if (confineMouseTracker != null) + confineMouseTracker.GameplayActive = !GameplayClockContainer.IsPaused.Value && !DrawableRuleset.HasReplayLoaded.Value && !HasFailed; + } + private IBeatmap loadPlayableBeatmap() { IBeatmap playable; @@ -379,7 +394,7 @@ namespace osu.Game.Screens.Play } catch (Exception e) { - Logger.Error(e, "Could not load beatmap sucessfully!"); + Logger.Error(e, "Could not load beatmap successfully!"); //couldn't load, hard abort! return null; }