input_mode_during

This commit is contained in:
2026-06-15 11:44:18 -05:00
parent 439fc44106
commit f2dc7861d9
4 changed files with 20 additions and 11 deletions
+6 -5
View File
@@ -25,8 +25,8 @@ pub enum InputMode {
Scroll,
/// A menu overlay is active; all input is captured for menu navigation.
Menu,
/// An animation is running; all input is discarded.
Animating,
/// An animation is running and has not claimed any input mode; all input is discarded.
Ignore,
/// Reserved for a post-transition freeze; nothing currently produces this mode.
#[allow(dead_code)]
Frozen,
@@ -34,10 +34,11 @@ pub enum InputMode {
/// Determines the current input mode from game and UI state.
pub(crate) fn current_input_mode(game: &GameState, ui: &Ui) -> InputMode {
// Any active animation (or a pending transition waiting for its area) blocks input.
if ui.active_animation.is_some() || ui.pending_transition.is_some() {
return InputMode::Animating;
// An active animation declares its own input mode; pending transitions ignore input.
if let Some(anim) = &ui.active_animation {
return anim.input_mode_during();
}
if ui.pending_transition.is_some() { return InputMode::Ignore; }
if ui.menu.is_some() { return InputMode::Menu; }
if game.active_scroll.is_some() { InputMode::Scroll } else { InputMode::Board }
}