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osu-lazer/osu.Game/Overlays/Settings/Sections/Input/MouseSettings.cs
ekrctb f4eb17d398
Update osu.Game/Overlays/Settings/Sections/Input/MouseSettings.cs
Set mouse confine mode at initialization

Co-authored-by: Dean Herbert <pe@ppy.sh>
2020-12-07 16:09:14 +09:00

116 lines
4.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input;
namespace osu.Game.Overlays.Settings.Sections.Input
{
public class MouseSettings : SettingsSubsection
{
protected override string Header => "Mouse";
private readonly BindableBool rawInputToggle = new BindableBool();
private Bindable<double> sensitivityBindable = new BindableDouble();
private Bindable<string> ignoredInputHandlers;
private Bindable<WindowMode> windowMode;
private SettingsEnumDropdown<OsuConfineMouseMode> confineMouseModeSetting;
[BackgroundDependencyLoader]
private void load(OsuConfigManager osuConfig, FrameworkConfigManager config)
{
var configSensitivity = config.GetBindable<double>(FrameworkSetting.CursorSensitivity);
// use local bindable to avoid changing enabled state of game host's bindable.
sensitivityBindable = configSensitivity.GetUnboundCopy();
configSensitivity.BindValueChanged(val => sensitivityBindable.Value = val.NewValue);
sensitivityBindable.BindValueChanged(val => configSensitivity.Value = val.NewValue);
Children = new Drawable[]
{
new SettingsCheckbox
{
LabelText = "Raw input",
Current = rawInputToggle
},
new SensitivitySetting
{
LabelText = "Cursor sensitivity",
Current = sensitivityBindable
},
new SettingsCheckbox
{
LabelText = "Map absolute input to window",
Current = config.GetBindable<bool>(FrameworkSetting.MapAbsoluteInputToWindow)
},
confineMouseModeSetting = new SettingsEnumDropdown<OsuConfineMouseMode>
{
LabelText = "Confine mouse cursor to window",
Current = osuConfig.GetBindable<OsuConfineMouseMode>(OsuSetting.ConfineMouseMode)
},
new SettingsCheckbox
{
LabelText = "Disable mouse wheel during gameplay",
Current = osuConfig.GetBindable<bool>(OsuSetting.MouseDisableWheel)
},
new SettingsCheckbox
{
LabelText = "Disable mouse buttons during gameplay",
Current = osuConfig.GetBindable<bool>(OsuSetting.MouseDisableButtons)
},
};
windowMode = config.GetBindable<WindowMode>(FrameworkSetting.WindowMode);
windowMode.BindValueChanged(mode => confineMouseModeSetting.Alpha = mode.NewValue == WindowMode.Fullscreen ? 0 : 1, true);
if (RuntimeInfo.OS != RuntimeInfo.Platform.Windows)
{
rawInputToggle.Disabled = true;
sensitivityBindable.Disabled = true;
}
else
{
rawInputToggle.ValueChanged += enabled =>
{
// this is temporary until we support per-handler settings.
const string raw_mouse_handler = @"OsuTKRawMouseHandler";
const string standard_mouse_handlers = @"OsuTKMouseHandler MouseHandler";
ignoredInputHandlers.Value = enabled.NewValue ? standard_mouse_handlers : raw_mouse_handler;
};
ignoredInputHandlers = config.GetBindable<string>(FrameworkSetting.IgnoredInputHandlers);
ignoredInputHandlers.ValueChanged += handler =>
{
bool raw = !handler.NewValue.Contains("Raw");
rawInputToggle.Value = raw;
sensitivityBindable.Disabled = !raw;
};
ignoredInputHandlers.TriggerChange();
}
}
private class SensitivitySetting : SettingsSlider<double, SensitivitySlider>
{
public SensitivitySetting()
{
KeyboardStep = 0.01f;
TransferValueOnCommit = true;
}
}
private class SensitivitySlider : OsuSliderBar<double>
{
public override string TooltipText => Current.Disabled ? "enable raw input to adjust sensitivity" : $"{base.TooltipText}x";
}
}
}