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Merge branch 'hide-mouse-in-playfield' into ctb-relax
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commit
2ace7f5cc2
@ -18,6 +18,7 @@ using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.UI
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{
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@ -30,6 +31,8 @@ namespace osu.Game.Rulesets.Osu.UI
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{
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true; // always show the gameplay cursor
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public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor(this);
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protected override Playfield CreatePlayfield() => new OsuPlayfield();
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@ -34,6 +34,7 @@ using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.UI
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{
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@ -331,6 +332,9 @@ namespace osu.Game.Rulesets.UI
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protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
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// only show the cursor when within the playfield, by default.
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Playfield.ReceivePositionalInputAt(screenSpacePos);
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CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
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public override GameplayCursorContainer Cursor => Playfield.Cursor;
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@ -100,10 +100,13 @@ namespace osu.Game.Rulesets.UI
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public GameplayCursorContainer Cursor { get; private set; }
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/// <summary>
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/// Provide an optional cursor which is to be used for gameplay.
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/// Provide a cursor which is to be used for gameplay.
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/// </summary>
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/// <returns>The cursor, or null if a cursor is not rqeuired.</returns>
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protected virtual GameplayCursorContainer CreateCursor() => null;
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/// <remarks>
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/// The default provided cursor is invisible when inside the bounds of the <see cref="Playfield"/>.
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/// </remarks>
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/// <returns>The cursor, or null to show the menu cursor.</returns>
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protected virtual GameplayCursorContainer CreateCursor() => new InvisibleCursorContainer();
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/// <summary>
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/// Registers a <see cref="Playfield"/> as a nested <see cref="Playfield"/>.
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@ -143,5 +146,14 @@ namespace osu.Game.Rulesets.UI
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/// Creates the container that will be used to contain the <see cref="DrawableHitObject"/>s.
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/// </summary>
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protected virtual HitObjectContainer CreateHitObjectContainer() => new HitObjectContainer();
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public class InvisibleCursorContainer : GameplayCursorContainer
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{
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protected override Drawable CreateCursor() => new InvisibleCursor();
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private class InvisibleCursor : Drawable
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{
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}
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}
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}
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}
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