From 4bf4938b726c584177b28361e6f198afc8878a3e Mon Sep 17 00:00:00 2001 From: Salman Ahmed Date: Thu, 20 Oct 2022 03:44:58 +0300 Subject: [PATCH] Keep cursor hiding feature to gameplay screens for now --- osu.Game/Graphics/Cursor/MenuCursorContainer.cs | 17 ++++++++++++++++- osu.Game/OsuGame.cs | 2 ++ osu.Game/Screens/IOsuScreen.cs | 5 +++++ osu.Game/Screens/OsuScreen.cs | 5 ++--- osu.Game/Screens/Play/Player.cs | 2 ++ 5 files changed, 27 insertions(+), 4 deletions(-) diff --git a/osu.Game/Graphics/Cursor/MenuCursorContainer.cs b/osu.Game/Graphics/Cursor/MenuCursorContainer.cs index 33b0c308cc..a210cd3063 100644 --- a/osu.Game/Graphics/Cursor/MenuCursorContainer.cs +++ b/osu.Game/Graphics/Cursor/MenuCursorContainer.cs @@ -23,6 +23,21 @@ namespace osu.Game.Graphics.Cursor private readonly IBindable screenshotCursorVisibility = new Bindable(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; diff --git a/osu.Game/OsuGame.cs b/osu.Game/OsuGame.cs index b3eaf5cd01..2bdcb57f2a 100644 --- a/osu.Game/OsuGame.cs +++ b/osu.Game/OsuGame.cs @@ -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 diff --git a/osu.Game/Screens/IOsuScreen.cs b/osu.Game/Screens/IOsuScreen.cs index 7d8657a3df..a5739a41b1 100644 --- a/osu.Game/Screens/IOsuScreen.cs +++ b/osu.Game/Screens/IOsuScreen.cs @@ -41,6 +41,11 @@ namespace osu.Game.Screens /// bool HideOverlaysOnEnter { get; } + /// + /// Whether the menu cursor should be hidden when non-mouse input is received. + /// + bool HideMenuCursorOnNonMouseInput { get; } + /// /// Whether overlays should be able to be opened when this screen is current. /// diff --git a/osu.Game/Screens/OsuScreen.cs b/osu.Game/Screens/OsuScreen.cs index 0678a90f71..6be13bbda3 100644 --- a/osu.Game/Screens/OsuScreen.cs +++ b/osu.Game/Screens/OsuScreen.cs @@ -40,11 +40,10 @@ namespace osu.Game.Screens public virtual bool AllowExternalScreenChange => false; - /// - /// Whether all overlays should be hidden when this screen is entered or resumed. - /// public virtual bool HideOverlaysOnEnter => false; + public virtual bool HideMenuCursorOnNonMouseInput => false; + /// /// The initial overlay activation mode to use when this screen is entered for the first time. /// diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 68b623b781..7048f83c09 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -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).