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Refactor LatencyCursorContainer to become a cursor container

This commit is contained in:
Salman Ahmed 2022-06-16 19:46:04 +03:00
parent c7287556e5
commit 52538dc708

View File

@ -2,55 +2,51 @@
// See the LICENCE file in the repository root for full licence text.
#nullable enable
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Input.States;
using osu.Game.Overlays;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Utility.SampleComponents
{
public class LatencyCursorContainer : LatencySampleComponent
public class LatencyCursorContainer : CursorContainer
{
private Circle cursor = null!;
protected override Drawable CreateCursor() => new LatencyCursor();
[Resolved]
private OverlayColourProvider overlayColourProvider { get; set; } = null!;
public override bool IsPresent => base.IsPresent || Scheduler.HasPendingTasks;
public LatencyCursorContainer()
{
Masking = true;
State.Value = Visibility.Hidden;
}
protected override void LoadComplete()
protected override bool OnMouseMove(MouseMoveEvent e)
{
base.LoadComplete();
InternalChild = cursor = new Circle
{
Size = new Vector2(40),
Origin = Anchor.Centre,
Colour = overlayColourProvider.Colour2,
};
// CursorContainer implements IRequireHighFrequencyMousePosition, which bypasses limited rate updating, therefore scheduling is required.
// We can alternatively solve this by a PassThroughInputManager layer inside LatencyArea,
// but that would mean including input lag to this test, which may not be desired.
Schedule(() => base.OnMouseMove(e));
return false;
}
protected override bool OnHover(HoverEvent e) => false;
protected override void UpdateAtLimitedRate(InputState inputState)
private class LatencyCursor : LatencySampleComponent
{
cursor.Colour = inputState.Mouse.IsPressed(MouseButton.Left) ? overlayColourProvider.Content1 : overlayColourProvider.Colour2;
if (IsActive.Value)
public LatencyCursor()
{
cursor.Position = ToLocalSpace(inputState.Mouse.Position);
cursor.Alpha = 1;
AutoSizeAxes = Axes.Both;
Origin = Anchor.Centre;
InternalChild = new Circle { Size = new Vector2(40) };
}
else
protected override void UpdateAtLimitedRate(InputState inputState)
{
cursor.Alpha = 0;
Colour = inputState.Mouse.IsPressed(MouseButton.Left) ? OverlayColourProvider.Content1 : OverlayColourProvider.Colour2;
}
}
}