diff --git a/StarControl.Gmcm/StarControl.Gmcm.csproj b/StarControl.Gmcm/StarControl.Gmcm.csproj index 279f7b8..ae683c2 100644 --- a/StarControl.Gmcm/StarControl.Gmcm.csproj +++ b/StarControl.Gmcm/StarControl.Gmcm.csproj @@ -50,8 +50,22 @@ - - + + + + $(GameModsPath)\Star Control - CustomisationPlus\assets\extensions + + + + diff --git a/StarControl/ModEntry.cs b/StarControl/ModEntry.cs index 7762760..e8fec76 100644 --- a/StarControl/ModEntry.cs +++ b/StarControl/ModEntry.cs @@ -525,6 +525,13 @@ private void OpenRemappingMenu() var controller = ViewEngine.OpenRootMenu("Remapping", context); context.Controller = controller; controller.PositionSelector = context.GetMenuPosition; + // StardewUI's menu sets Game1.displayHUD = false while it's open and never restores + // it on close, which permanently hides the HUD (and the latched value then poisons + // the radial wheel's own HUD save/restore on the next open). Capture the HUD state + // and restore it when the menu closes. Note: the Closing event (cleanupBeforeExit + // lifecycle) is the one that fires at actual close time; Closed fires at open. + var hudWasVisible = Game1.displayHUD; + controller.Closing += () => Game1.displayHUD = hudWasVisible; Game1.activeClickableMenu = controller!.Menu; }