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Basic smoke path implementation
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57
osu.Game.Rulesets.Osu/UI/SmokeContainer.cs
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57
osu.Game.Rulesets.Osu/UI/SmokeContainer.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 System;
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using osu.Framework.Allocation;
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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;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.UI
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{
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[Cached]
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public class SmokeContainer : Container, IRequireHighFrequencyMousePosition, IKeyBindingHandler<OsuAction>
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{
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public event Action<Vector2, double>? SmokeMoved;
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public event Action<double>? SmokeEnded;
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private bool isSmoking = false;
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public override bool ReceivePositionalInputAt(Vector2 _) => true;
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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if (e.Action == OsuAction.Smoke)
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{
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isSmoking = true;
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AddInternal(new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.Smoke), _ => new DefaultSmoke()));
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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if (e.Action == OsuAction.Smoke)
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{
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isSmoking = false;
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SmokeEnded?.Invoke(Time.Current);
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}
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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if (isSmoking)
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SmokeMoved?.Invoke(e.MousePosition, Time.Current);
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return base.OnMouseMove(e);
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}
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}
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}
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