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https://github.com/ppy/osu
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Merge branch 'master' into fix-input-regression
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commit
2a95715652
@ -6,8 +6,10 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Overlays;
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using osu.Game.Screens.Utility.SampleComponents;
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using osuTK.Input;
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@ -15,7 +17,7 @@ using osuTK.Input;
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namespace osu.Game.Screens.Utility
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{
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[Cached]
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public class LatencyArea : CompositeDrawable
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public class LatencyArea : CompositeDrawable, IProvideCursor
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{
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[Resolved]
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private OverlayColourProvider overlayColourProvider { get; set; } = null!;
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@ -34,6 +36,10 @@ namespace osu.Game.Screens.Utility
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public readonly Bindable<LatencyVisualMode> VisualMode = new Bindable<LatencyVisualMode>();
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public CursorContainer? Cursor { get; private set; }
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public bool ProvidingUserCursor => IsActiveArea.Value;
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public LatencyArea(Key key, int? targetFrameRate)
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{
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this.key = key;
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@ -85,7 +91,7 @@ namespace osu.Game.Screens.Utility
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{
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RelativeSizeAxes = Axes.Both,
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},
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new LatencyCursorContainer
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Cursor = new LatencyCursorContainer
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{
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RelativeSizeAxes = Axes.Both,
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},
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@ -99,7 +105,7 @@ namespace osu.Game.Screens.Utility
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{
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RelativeSizeAxes = Axes.Both,
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},
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new LatencyCursorContainer
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Cursor = new LatencyCursorContainer
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{
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RelativeSizeAxes = Axes.Both,
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},
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@ -113,7 +119,7 @@ namespace osu.Game.Screens.Utility
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{
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RelativeSizeAxes = Axes.Both,
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},
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new LatencyCursorContainer
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Cursor = new LatencyCursorContainer
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{
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RelativeSizeAxes = Axes.Both,
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},
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@ -39,8 +39,6 @@ namespace osu.Game.Screens.Utility
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public override bool HideOverlaysOnEnter => true;
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public override bool CursorVisible => mainArea.Count == 0;
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public override float BackgroundParallaxAmount => 0;
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private readonly LinkFlowContainer explanatoryText;
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@ -1,55 +1,52 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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#nullable enable
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.States;
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using osu.Game.Overlays;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Utility.SampleComponents
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{
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public class LatencyCursorContainer : LatencySampleComponent
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public class LatencyCursorContainer : CursorContainer
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{
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private Circle cursor = null!;
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protected override Drawable CreateCursor() => new LatencyCursor();
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[Resolved]
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private OverlayColourProvider overlayColourProvider { get; set; } = null!;
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public override bool IsPresent => base.IsPresent || Scheduler.HasPendingTasks;
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public LatencyCursorContainer()
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{
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Masking = true;
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State.Value = Visibility.Hidden;
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}
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protected override void LoadComplete()
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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base.LoadComplete();
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InternalChild = cursor = new Circle
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{
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Size = new Vector2(40),
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Origin = Anchor.Centre,
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Colour = overlayColourProvider.Colour2,
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};
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// Scheduling is required to ensure updating of cursor position happens in limited rate.
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// We can alternatively solve this by a PassThroughInputManager layer inside LatencyArea,
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// but that would mean including input lag to this test, which may not be desired.
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Schedule(() => base.OnMouseMove(e));
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return false;
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}
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protected override bool OnHover(HoverEvent e) => false;
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protected override void UpdateAtLimitedRate(InputState inputState)
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private class LatencyCursor : LatencySampleComponent
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{
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cursor.Colour = inputState.Mouse.IsPressed(MouseButton.Left) ? overlayColourProvider.Content1 : overlayColourProvider.Colour2;
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if (IsActive.Value)
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public LatencyCursor()
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{
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cursor.Position = ToLocalSpace(inputState.Mouse.Position);
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cursor.Alpha = 1;
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AutoSizeAxes = Axes.Both;
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Origin = Anchor.Centre;
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InternalChild = new Circle { Size = new Vector2(40) };
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}
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else
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protected override void UpdateAtLimitedRate(InputState inputState)
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{
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cursor.Alpha = 0;
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Colour = inputState.Mouse.IsPressed(MouseButton.Left) ? OverlayColourProvider.Content1 : OverlayColourProvider.Colour2;
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}
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}
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}
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