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Merge remote-tracking branch 'upstream/master' into toggle-cursor-trail
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98
osu.Game.Rulesets.Osu/UI/Cursor/OsuCursorContainer.cs
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98
osu.Game.Rulesets.Osu/UI/Cursor/OsuCursorContainer.cs
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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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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.Input.Bindings;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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protected override Container<Drawable> Content => fadeContainer;
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private readonly Container<Drawable> fadeContainer;
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private readonly Bindable<bool> showTrail = new Bindable<bool>(true);
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private readonly CursorTrail cursorTrail;
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public OsuCursorContainer()
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{
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InternalChild = fadeContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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cursorTrail = new CursorTrail { Depth = 1 }
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}
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuRulesetConfigManager config)
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{
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config?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
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showTrail.BindValueChanged(v => cursorTrail.FadeTo(v.NewValue ? 1 : 0, 200), true);
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}
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private int downCount;
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private void updateExpandedState()
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{
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if (downCount > 0)
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(ActiveCursor as OsuCursor)?.Expand();
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else
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(ActiveCursor as OsuCursor)?.Contract();
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}
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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updateExpandedState();
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break;
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}
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return false;
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}
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public bool OnReleased(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (--downCount == 0)
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updateExpandedState();
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break;
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}
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return false;
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}
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public override bool HandlePositionalInput => true; // OverlayContainer will set this false when we go hidden, but we always want to receive input.
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protected override void PopIn()
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{
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fadeContainer.FadeTo(1, 300, Easing.OutQuint);
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ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
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ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
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}
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}
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}
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