Fix keyboard and mouse input not properly getting blocked by GameplayMenuOverlay

This commit is contained in:
Dean Herbert 2017-12-21 13:58:24 +09:00
parent 504ba1d6bc
commit b6fd5b0f17
2 changed files with 22 additions and 18 deletions

View File

@ -5,11 +5,12 @@ using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
namespace osu.Game.Input.Bindings
{
public class GlobalKeyBindingInputManager : DatabasedKeyBindingInputManager<GlobalAction>
public class GlobalKeyBindingInputManager : DatabasedKeyBindingInputManager<GlobalAction>, IHandleGlobalInput
{
private readonly Drawable handler;

View File

@ -26,6 +26,8 @@ namespace osu.Game.Screens.Play
protected override bool BlockPassThroughKeyboard => true;
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
public Action OnRetry;
public Action OnQuit;
@ -197,6 +199,7 @@ namespace osu.Game.Screens.Play
}
private int _selectionIndex = -1;
private int selectionIndex
{
get { return _selectionIndex; }
@ -219,9 +222,8 @@ namespace osu.Game.Screens.Play
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat)
return false;
if (!args.Repeat)
{
switch (args.Key)
{
case Key.Up:
@ -237,8 +239,9 @@ namespace osu.Game.Screens.Play
selectionIndex++;
return true;
}
}
return false;
return base.OnKeyDown(state, args);
}
private void buttonSelectionChanged(DialogButton button, bool isSelected)