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https://github.com/osukey/osukey.git
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Rewrite the way that cursor overrides are done game-wide
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@ -13,6 +13,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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@ -43,11 +44,6 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public PassThroughInputManager KeyBindingInputManager;
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/// <summary>
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/// Whether we are currently providing the local user a gameplay cursor.
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/// </summary>
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public virtual bool ProvidingUserCursor => false;
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/// <summary>
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/// Whether we have a replay loaded currently.
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/// </summary>
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@ -61,6 +57,11 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public Playfield Playfield => playfield.Value;
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/// <summary>
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/// The cursor provided by this <see cref="RulesetContainer"/>. May be null if no cursor is provided.
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/// </summary>
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public readonly CursorContainer Cursor;
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protected readonly Ruleset Ruleset;
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/// <summary>
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@ -71,6 +72,8 @@ namespace osu.Game.Rulesets.UI
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{
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Ruleset = ruleset;
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playfield = new Lazy<Playfield>(CreatePlayfield);
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Cursor = CreateCursor();
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}
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public abstract ScoreProcessor CreateScoreProcessor();
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@ -98,6 +101,12 @@ namespace osu.Game.Rulesets.UI
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ReplayInputManager.ReplayInputHandler = replay != null ? CreateReplayInputHandler(replay) : null;
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}
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/// <summary>
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/// Creates the cursor. May be null if the <see cref="RulesetContainer"/> doesn't provide a custom cursor.
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/// </summary>
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protected virtual CursorContainer CreateCursor() => null;
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/// <summary>
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/// Creates a Playfield.
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/// </summary>
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@ -144,8 +153,6 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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protected readonly bool IsForCurrentRuleset;
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public sealed override bool ProvidingUserCursor => !HasReplayLoaded && Playfield.ProvidingUserCursor;
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public override ScoreProcessor CreateScoreProcessor() => new ScoreProcessor<TObject>(this);
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protected override Container<Drawable> Content => content;
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@ -212,6 +219,9 @@ namespace osu.Game.Rulesets.UI
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AddInternal(KeyBindingInputManager);
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KeyBindingInputManager.Add(Playfield);
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if (Cursor != null)
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KeyBindingInputManager.Add(Cursor);
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loadObjects();
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}
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