Cursor refactoring.
Moved cursor-related code out of UI and into a new non-static "Cursor" class. Also, the cursor is no longer reset after gameplay if it wasn't skinned. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -544,7 +544,6 @@ public class Game extends BasicGameState {
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UI.draw(g, autoMouseX, autoMouseY, Utils.isGameKeyPressed());
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else
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UI.draw(g);
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}
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@Override
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@@ -1105,7 +1104,7 @@ public class Game extends BasicGameState {
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// unhide cursor for "auto" mod and replays
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if (GameMod.AUTO.isActive() || isReplay)
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UI.showCursor();
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UI.getCursor().show();
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// load replay frames
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if (isReplay) {
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@@ -1163,7 +1162,7 @@ public class Game extends BasicGameState {
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// re-hide cursor
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if (GameMod.AUTO.isActive() || isReplay)
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UI.hideCursor();
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UI.getCursor().hide();
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// replays
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if (isReplay)
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@@ -133,7 +133,8 @@ public class GamePauseMenu extends BasicGameState {
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SoundController.playSound(SoundEffect.MENUBACK);
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((SongMenu) game.getState(Opsu.STATE_SONGMENU)).resetGameDataOnLoad();
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MusicController.playAt(MusicController.getBeatmap().previewTime, true);
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UI.resetCursor();
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if (UI.getCursor().isSkinned())
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UI.getCursor().reset();
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
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} else {
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SoundController.playSound(SoundEffect.MENUBACK);
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@@ -186,7 +187,8 @@ public class GamePauseMenu extends BasicGameState {
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MusicController.playAt(MusicController.getBeatmap().previewTime, true);
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else
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MusicController.resume();
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UI.resetCursor();
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if (UI.getCursor().isSkinned())
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UI.getCursor().reset();
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
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}
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}
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@@ -244,7 +244,8 @@ public class GameRanking extends BasicGameState {
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songMenu.resetGameDataOnLoad();
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songMenu.resetTrackOnLoad();
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}
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UI.resetCursor();
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if (UI.getCursor().isSkinned())
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UI.getCursor().reset();
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game.enterState(Opsu.STATE_SONGMENU, new FadeOutTransition(Color.black), new FadeInTransition(Color.black));
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}
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