very wonky but works pet menu dismiss flow
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@@ -32,7 +32,7 @@ fn scene_interactive_state() -> Arc<AtomicBool> {
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.clone()
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}
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pub fn update_scene_interactive(interactive: bool) {
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pub fn update_scene_interactive(interactive: bool, should_click: bool) {
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let app_handle = get_app_handle();
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// If we are forcing interactive to false (e.g. background click), clear any open menus
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@@ -48,6 +48,27 @@ pub fn update_scene_interactive(interactive: bool) {
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error!("Failed to toggle scene cursor events: {}", e);
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}
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if should_click {
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// Get cursor position on screen and use Enigo to click
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if let Some(pos) = crate::services::cursor::get_latest_cursor_position() {
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use enigo::{Button, Direction, Enigo, Mouse, Settings};
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// Initialize Enigo with default settings, handling potential failure
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match Enigo::new(&Settings::default()) {
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Ok(mut enigo) => {
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// Perform a click (Press and Release)
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// We ignore the result of the click action itself for now as it usually succeeds if init did
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let _ = enigo.button(Button::Left, Direction::Click);
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info!("Simulated click at ({}, {})", pos.x, pos.y);
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}
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Err(e) => {
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error!("Failed to initialize Enigo for clicking: {}", e);
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}
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}
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} else {
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warn!("Cannot click: No cursor position available yet");
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}
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}
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if let Err(e) = window.emit("scene-interactive", &interactive) {
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error!("Failed to emit scene interactive event: {}", e);
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}
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@@ -57,8 +78,8 @@ pub fn update_scene_interactive(interactive: bool) {
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}
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#[tauri::command]
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pub fn set_scene_interactive(interactive: bool) {
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update_scene_interactive(interactive);
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pub fn set_scene_interactive(interactive: bool, should_click: bool) {
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update_scene_interactive(interactive, should_click);
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}
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#[tauri::command]
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@@ -68,6 +89,11 @@ pub fn set_pet_menu_state(id: String, open: bool) {
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if let Ok(mut menus) = menus_arc.lock() {
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if open {
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menus.insert(id);
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get_app_handle()
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.get_window(SCENE_WINDOW_LABEL)
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.expect("Scene window should be present")
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.set_focus()
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.expect("Scene window should be focused");
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} else {
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menus.remove(&id);
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}
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@@ -84,7 +110,7 @@ pub fn set_pet_menu_state(id: String, open: bool) {
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// For now, let the loop handle it to avoid race conditions with key states.
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// But if we just OPENED a menu, we definitely want to ensure interactive is TRUE.
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if should_update {
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update_scene_interactive(true);
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update_scene_interactive(true, false);
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}
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}
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@@ -97,7 +123,7 @@ extern "C" {
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fn start_scene_modifier_listener() {
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MODIFIER_LISTENER_INIT.get_or_init(|| {
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let state = scene_interactive_state();
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update_scene_interactive(false);
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update_scene_interactive(false, false);
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let app_handle = get_app_handle().clone();
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@@ -159,7 +185,7 @@ fn start_scene_modifier_listener() {
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info!("Interactive state changed to: {}", interactive);
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let previous = state.swap(interactive, Ordering::SeqCst);
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if previous != interactive {
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update_scene_interactive(interactive);
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update_scene_interactive(interactive, false);
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}
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last_interactive = interactive;
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}
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