Clients/Client2020/ExtraContent/LuaPackages/InGameServices/MouseIconOverrideService.lua

70 lines
1.9 KiB
Lua

--[[
Prevents conflicts when multiple CoreScript subsystems are trying to override
the mouse cursor at the same time. This uses a stack approach similar to how
ContextActionService works. The most recent override takes precedence, and any
previously set overrides will remain on the stack beneath it until removed.
Example usage:
MouseIconOverrideService.push("PurchasePrompt", Enum.OverrideMouseIconBehavior.ForceShow)
MouseIconOverrideService.pop("PurchasePrompt")
]]
local UserInputService = game:GetService("UserInputService")
local FFlagUseCursorOverrideManager = settings():GetFFlag("UseCursorOverrideManager")
local cursorOverrideStack = {}
local function update()
local activeOverride = cursorOverrideStack[#cursorOverrideStack]
if activeOverride then
UserInputService.OverrideMouseIconBehavior = activeOverride[2]
else
UserInputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.None
end
end
return {
push = function(name, behavior)
if not FFlagUseCursorOverrideManager then
UserInputService.OverrideMouseIconBehavior = behavior
return
end
assert(type(name) == "string")
assert(typeof(behavior) == "EnumItem")
assert(behavior.EnumType == Enum.OverrideMouseIconBehavior)
for _, entry in ipairs(cursorOverrideStack) do
if entry[1] == name then
error("Already a cursor override named " .. name, 2)
end
end
table.insert(cursorOverrideStack, {name, behavior})
update()
end,
pop = function(name)
if not FFlagUseCursorOverrideManager then
UserInputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.None
return
end
assert(type(name) == "string")
local idx
for testIdx, entry in ipairs(cursorOverrideStack) do
if entry[1] == name then
idx = testIdx
break
end
end
assert(idx, "No cursor override named " .. name)
table.remove(cursorOverrideStack, idx)
update()
end,
}