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Merge pull request #19240 from peppy/fix-mouse-floating-position
Fix floating mouse position not running correctly in single thread mode
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commit
1fae683b33
@ -3,21 +3,21 @@
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#nullable disable
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using osuTK;
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using System;
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using JetBrains.Annotations;
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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.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.Graphics.Cursor;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Configuration;
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using System;
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using JetBrains.Annotations;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osuTK;
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namespace osu.Game.Graphics.Cursor
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{
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@ -35,6 +35,7 @@ namespace osu.Game.Graphics.Cursor
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private Vector2 positionMouseDown;
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private Sample tapSample;
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private Vector2 lastMovePosition;
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[BackgroundDependencyLoader(true)]
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private void load([NotNull] OsuConfigManager config, [CanBeNull] ScreenshotManager screenshotManager, AudioManager audio)
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@ -47,16 +48,25 @@ namespace osu.Game.Graphics.Cursor
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tapSample = audio.Samples.Get(@"UI/cursor-tap");
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}
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protected override void Update()
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{
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base.Update();
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if (dragRotationState != DragRotationState.NotDragging
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&& Vector2.Distance(positionMouseDown, lastMovePosition) > 60)
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{
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// make the rotation centre point floating.
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positionMouseDown = Interpolation.ValueAt(0.04f, positionMouseDown, lastMovePosition, 0, Clock.ElapsedFrameTime);
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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 (dragRotationState != DragRotationState.NotDragging)
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{
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// make the rotation centre point floating.
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if (Vector2.Distance(positionMouseDown, e.MousePosition) > 60)
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positionMouseDown = Interpolation.ValueAt(0.005f, positionMouseDown, e.MousePosition, 0, Clock.ElapsedFrameTime);
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lastMovePosition = e.MousePosition;
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var position = e.MousePosition;
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float distance = Vector2Extensions.Distance(position, positionMouseDown);
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float distance = Vector2Extensions.Distance(lastMovePosition, positionMouseDown);
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// don't start rotating until we're moved a minimum distance away from the mouse down location,
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// else it can have an annoying effect.
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