add gs
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{
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"lint": {
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"LocalShadow": "fatal",
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"LocalUnused": "fatal",
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"ImportUnused": "fatal",
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"ImplicitReturn": "fatal",
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"DeprecatedGlobal": "fatal"
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}
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}
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@@ -0,0 +1,69 @@
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--[[
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Prevents conflicts when multiple CoreScript subsystems are trying to override
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the mouse cursor at the same time. This uses a stack approach similar to how
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ContextActionService works. The most recent override takes precedence, and any
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previously set overrides will remain on the stack beneath it until removed.
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Example usage:
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MouseIconOverrideService.push("PurchasePrompt", Enum.OverrideMouseIconBehavior.ForceShow)
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MouseIconOverrideService.pop("PurchasePrompt")
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]]
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local UserInputService = game:GetService("UserInputService")
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local FFlagUseCursorOverrideManager = settings():GetFFlag("UseCursorOverrideManager")
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local cursorOverrideStack = {}
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local function update()
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local activeOverride = cursorOverrideStack[#cursorOverrideStack]
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if activeOverride then
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UserInputService.OverrideMouseIconBehavior = activeOverride[2]
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else
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UserInputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.None
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end
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end
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return {
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push = function(name, behavior)
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if not FFlagUseCursorOverrideManager then
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UserInputService.OverrideMouseIconBehavior = behavior
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return
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end
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assert(type(name) == "string")
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assert(typeof(behavior) == "EnumItem")
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assert(behavior.EnumType == Enum.OverrideMouseIconBehavior)
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for _, entry in ipairs(cursorOverrideStack) do
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if entry[1] == name then
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error("Already a cursor override named " .. name, 2)
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end
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end
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table.insert(cursorOverrideStack, {name, behavior})
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update()
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end,
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pop = function(name)
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if not FFlagUseCursorOverrideManager then
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UserInputService.OverrideMouseIconBehavior = Enum.OverrideMouseIconBehavior.None
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return
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end
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assert(type(name) == "string")
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local idx
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for testIdx, entry in ipairs(cursorOverrideStack) do
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if entry[1] == name then
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idx = testIdx
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break
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end
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end
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assert(idx, "No cursor override named " .. name)
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table.remove(cursorOverrideStack, idx)
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update()
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end,
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}
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