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Move GameplayCursor to osu! ruleset and make work with OsuActions
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@ -1,22 +1,22 @@
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// Copyright (c) 2007-2017 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 System;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.OpenGL.Buffers;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using OpenTK;
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using System;
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using osu.Framework.Graphics.OpenGL.Buffers;
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using OpenTK.Graphics.ES30;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Timing;
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using System.Diagnostics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using OpenTK;
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using OpenTK.Graphics.ES30;
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namespace osu.Game.Graphics.Cursor
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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internal class CursorTrail : Drawable
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{
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@ -1,8 +1,6 @@
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// Copyright (c) 2007-2017 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 OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Extensions.Color4Extensions;
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@ -13,8 +11,10 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using OpenTK;
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using OpenTK.Graphics;
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namespace osu.Game.Graphics.Cursor
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class GameplayCursor : CursorContainer
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{
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@ -25,18 +25,40 @@ namespace osu.Game.Graphics.Cursor
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Add(new CursorTrail { Depth = 1 });
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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private int downCount;
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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ActiveCursor.Scale = new Vector2(1);
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ActiveCursor.ScaleTo(1.2f, 100, Easing.OutQuad);
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return base.OnMouseDown(state, args);
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if (state.Data is OsuAction)
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{
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switch ((OsuAction)state.Data)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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ActiveCursor.ScaleTo(1).ScaleTo(1.2f, 100, Easing.OutQuad);
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break;
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}
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}
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return false;
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}
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protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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{
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if (!state.Mouse.HasMainButtonPressed)
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ActiveCursor.ScaleTo(1, 200, Easing.OutQuad);
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return base.OnMouseUp(state, args);
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if (state.Data is OsuAction)
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{
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switch ((OsuAction)state.Data)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (--downCount == 0)
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ActiveCursor.ScaleTo(1, 200, Easing.OutQuad);
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break;
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}
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}
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return false;
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}
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public class OsuCursor : Container
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@ -10,8 +10,8 @@ using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Connections;
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using osu.Game.Rulesets.UI;
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using System.Linq;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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namespace osu.Game.Rulesets.Osu.UI
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{
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@ -78,6 +78,8 @@
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<Compile Include="OsuDifficulty\Skills\Speed.cs" />
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<Compile Include="OsuDifficulty\Utils\History.cs" />
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<Compile Include="OsuInputManager.cs" />
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<Compile Include="UI\Cursor\CursorTrail.cs" />
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<Compile Include="UI\Cursor\GameplayCursor.cs" />
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<Compile Include="UI\OsuSettings.cs" />
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<Compile Include="Scoring\OsuScoreProcessor.cs" />
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<Compile Include="UI\OsuRulesetContainer.cs" />
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@ -145,8 +145,6 @@
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<Compile Include="Rulesets\RulesetInfo.cs" />
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<Compile Include="Rulesets\Scoring\ScoreStore.cs" />
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<Compile Include="Graphics\Backgrounds\Triangles.cs" />
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<Compile Include="Graphics\Cursor\CursorTrail.cs" />
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<Compile Include="Graphics\Cursor\GameplayCursor.cs" />
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<Compile Include="Graphics\IHasAccentColour.cs" />
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<Compile Include="Graphics\Sprites\OsuSpriteText.cs" />
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<Compile Include="Graphics\UserInterface\BackButton.cs" />
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