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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.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 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 partial class LatencyCursorContainer : CursorContainer
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{
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protected override Drawable CreateCursor() => new LatencyCursor();
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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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State.Value = Visibility.Hidden;
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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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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private partial class LatencyCursor : LatencySampleComponent
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{
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public LatencyCursor()
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{
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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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protected override void UpdateAtLimitedRate(InputState inputState)
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{
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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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}
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