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Normalize all the line endings
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@ -1,73 +1,73 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using OpenTK;
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namespace osu.Game.Graphics.Containers
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{
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public class OsuFocusedOverlayContainer : FocusedOverlayContainer
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{
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private SampleChannel samplePopIn;
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private SampleChannel samplePopOut;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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samplePopIn = audio.Sample.Get(@"UI/overlay-pop-in");
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samplePopOut = audio.Sample.Get(@"UI/overlay-pop-out");
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StateChanged += onStateChanged;
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}
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/// <summary>
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/// Whether mouse input should be blocked screen-wide while this overlay is visible.
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/// Performing mouse actions outside of the valid extents will hide the overlay but pass the events through.
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/// </summary>
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public virtual bool BlockScreenWideMouse => BlockPassThroughMouse;
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => BlockScreenWideMouse || base.ReceiveMouseInputAt(screenSpacePos);
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protected override bool OnClick(InputState state)
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{
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if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
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{
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State = Visibility.Hidden;
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return true;
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}
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return base.OnClick(state);
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}
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protected override bool OnDragStart(InputState state)
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{
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if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
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{
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State = Visibility.Hidden;
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return true;
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}
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return base.OnDragStart(state);
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}
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protected override bool OnDrag(InputState state) => State == Visibility.Hidden;
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private void onStateChanged(Visibility visibility)
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{
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switch (visibility)
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{
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case Visibility.Visible:
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samplePopIn?.Play();
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break;
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case Visibility.Hidden:
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samplePopOut?.Play();
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break;
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}
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}
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using OpenTK;
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namespace osu.Game.Graphics.Containers
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{
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public class OsuFocusedOverlayContainer : FocusedOverlayContainer
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{
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private SampleChannel samplePopIn;
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private SampleChannel samplePopOut;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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samplePopIn = audio.Sample.Get(@"UI/overlay-pop-in");
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samplePopOut = audio.Sample.Get(@"UI/overlay-pop-out");
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StateChanged += onStateChanged;
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}
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/// <summary>
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/// Whether mouse input should be blocked screen-wide while this overlay is visible.
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/// Performing mouse actions outside of the valid extents will hide the overlay but pass the events through.
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/// </summary>
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public virtual bool BlockScreenWideMouse => BlockPassThroughMouse;
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// receive input outside our bounds so we can trigger a close event on ourselves.
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => BlockScreenWideMouse || base.ReceiveMouseInputAt(screenSpacePos);
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protected override bool OnClick(InputState state)
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{
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if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
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{
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State = Visibility.Hidden;
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return true;
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}
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return base.OnClick(state);
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}
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protected override bool OnDragStart(InputState state)
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{
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if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
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{
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State = Visibility.Hidden;
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return true;
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}
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return base.OnDragStart(state);
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}
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protected override bool OnDrag(InputState state) => State == Visibility.Hidden;
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private void onStateChanged(Visibility visibility)
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{
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switch (visibility)
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{
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case Visibility.Visible:
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samplePopIn?.Play();
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break;
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case Visibility.Hidden:
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samplePopOut?.Play();
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break;
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}
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}
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}
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}
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