Normalize cursor handoff across gameplay menus

This commit is contained in:
Alexander Sellite 2026-08-31 05:48:47 -04:00
parent 6578d3e870
commit 3be79fa3fc
5 changed files with 71 additions and 10 deletions

View file

@ -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)