Use current OverlayActivationMode to determine confine logic

This commit is contained in:
Shane Woolcock
2020-10-05 11:11:46 +10:30
parent 4b6f893408
commit 5859755886
2 changed files with 15 additions and 23 deletions

View File

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

View File

@ -229,6 +229,8 @@ namespace osu.Game.Screens.Play
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true); DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
confineMouseTracker.OverlayActivationMode.BindTo(OverlayActivationMode);
// bind clock into components that require it // bind clock into components that require it
DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused); DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
@ -365,9 +367,6 @@ namespace osu.Game.Screens.Play
OverlayActivationMode.Value = OverlayActivation.UserTriggered; OverlayActivationMode.Value = OverlayActivation.UserTriggered;
else else
OverlayActivationMode.Value = OverlayActivation.Disabled; OverlayActivationMode.Value = OverlayActivation.Disabled;
if (confineMouseTracker != null)
confineMouseTracker.GameplayActive = !GameplayClockContainer.IsPaused.Value && !DrawableRuleset.HasReplayLoaded.Value && !HasFailed;
} }
private void updatePauseOnFocusLostState() => private void updatePauseOnFocusLostState() =>