Normalize cursor handoff across gameplay menus
This commit is contained in:
parent
6578d3e870
commit
3be79fa3fc
5 changed files with 71 additions and 10 deletions
|
|
@ -82,9 +82,11 @@ func open_shop() -> bool:
|
|||
return false
|
||||
_prior_movement_enabled = _player.is_movement_enabled()
|
||||
_prior_camera_enabled = _player.is_camera_input_enabled()
|
||||
_prior_mouse_mode = Input.mouse_mode
|
||||
_player.set_movement_enabled(false)
|
||||
# Release any active right-click drag first. The shop must not remember the
|
||||
# drag's transient captured mode because release may happen inside the UI.
|
||||
_player.set_camera_input_enabled(false)
|
||||
_prior_mouse_mode = _get_restorable_mouse_mode(Input.mouse_mode)
|
||||
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
_transaction_pending = (
|
||||
|
|
@ -133,6 +135,12 @@ func close_for_session_end() -> void:
|
|||
close_shop(false)
|
||||
|
||||
|
||||
func _get_restorable_mouse_mode(mouse_mode: Input.MouseMode) -> Input.MouseMode:
|
||||
if mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
return Input.MOUSE_MODE_VISIBLE
|
||||
return mouse_mode
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not visible or not event.is_action_pressed("ui_cancel"):
|
||||
return
|
||||
|
|
|
|||
|
|
@ -654,11 +654,14 @@ func open_shop() -> bool:
|
|||
)
|
||||
_prior_movement_enabled = _player.is_movement_enabled()
|
||||
_prior_camera_enabled = _player.is_camera_input_enabled()
|
||||
_prior_mouse_mode = Input.mouse_mode
|
||||
_player.set_movement_enabled(false)
|
||||
# Releasing an active camera drag before the snapshot prevents the close
|
||||
# path from restoring a captured pointer after its matching button release
|
||||
# has been consumed by the shop.
|
||||
_player.set_camera_input_enabled(false)
|
||||
_prior_mouse_mode = _get_restorable_mouse_mode(Input.mouse_mode)
|
||||
_snapshot_stored = true
|
||||
_mouse_snapshot_stored = true
|
||||
_player.set_movement_enabled(false)
|
||||
_player.set_camera_input_enabled(false)
|
||||
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
_set_feedback("")
|
||||
|
|
@ -1897,3 +1900,9 @@ func _apply_mouse_close_policy(reason: CloseReason) -> void:
|
|||
CloseReason.TEARDOWN:
|
||||
pass
|
||||
_mouse_snapshot_stored = false
|
||||
|
||||
|
||||
func _get_restorable_mouse_mode(mouse_mode: Input.MouseMode) -> Input.MouseMode:
|
||||
if mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
return Input.MOUSE_MODE_VISIBLE
|
||||
return mouse_mode
|
||||
|
|
|
|||
|
|
@ -1559,11 +1559,14 @@ func open_menu() -> void:
|
|||
_cancel_page_tween()
|
||||
_prior_movement_enabled = _player.is_movement_enabled()
|
||||
_prior_camera_input_enabled = _player.is_camera_input_enabled()
|
||||
_prior_mouse_mode = Input.mouse_mode
|
||||
_player.set_movement_enabled(false)
|
||||
# Ending an active right-click camera drag restores its ordinary pointer
|
||||
# mode. Snapshot after that handoff so this menu never restores the drag's
|
||||
# transient captured mode when it closes.
|
||||
_player.set_camera_input_enabled(false)
|
||||
_prior_mouse_mode = _get_restorable_mouse_mode(Input.mouse_mode)
|
||||
_control_snapshot_stored = true
|
||||
_mouse_snapshot_stored = true
|
||||
_player.set_movement_enabled(false)
|
||||
_player.set_camera_input_enabled(false)
|
||||
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
visible = true
|
||||
|
|
@ -1775,6 +1778,16 @@ func _apply_mouse_close_policy(reason: CloseReason) -> void:
|
|||
_mouse_snapshot_stored = false
|
||||
|
||||
|
||||
func _get_restorable_mouse_mode(mouse_mode: Input.MouseMode) -> Input.MouseMode:
|
||||
# Mouse capture belongs to an in-progress camera drag, never to the player
|
||||
# menu itself. A held right button can be released while this menu owns
|
||||
# input, so restoring CAPTURED here would leave the pointer hidden without
|
||||
# an active drag to release it.
|
||||
if mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
return Input.MOUSE_MODE_VISIBLE
|
||||
return mouse_mode
|
||||
|
||||
|
||||
func _on_bite_activated() -> void:
|
||||
if visible:
|
||||
close_menu(CloseReason.BITE_STARTED)
|
||||
|
|
|
|||
|
|
@ -109,9 +109,12 @@ func _open_storage(
|
|||
_decorate_button.visible = home_access and allow_decorating
|
||||
_prior_movement_enabled = _player.is_movement_enabled()
|
||||
_prior_camera_enabled = _player.is_camera_input_enabled()
|
||||
_prior_mouse_mode = Input.mouse_mode
|
||||
_player.set_movement_enabled(false)
|
||||
# End an in-progress right-click camera drag before taking the snapshot.
|
||||
# A held button can be released while this page owns input, so captured mode
|
||||
# is never a valid mouse mode to restore when the page closes.
|
||||
_player.set_camera_input_enabled(false)
|
||||
_prior_mouse_mode = _get_restorable_mouse_mode(Input.mouse_mode)
|
||||
_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
_feedback.text = "select an item to move it · drag to choose a slot"
|
||||
|
|
@ -153,6 +156,12 @@ func close_for_session_end() -> void:
|
|||
close_storage(false)
|
||||
|
||||
|
||||
func _get_restorable_mouse_mode(mouse_mode: Input.MouseMode) -> Input.MouseMode:
|
||||
if mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
return Input.MOUSE_MODE_VISIBLE
|
||||
return mouse_mode
|
||||
|
||||
|
||||
func consume_escape() -> bool:
|
||||
if not visible:
|
||||
return false
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue