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Hide the game mouse cursor when playing osu!catch with relax mod
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@ -3,15 +3,19 @@
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#nullable disable
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#nullable disable
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.UI
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namespace osu.Game.Rulesets.Catch.UI
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{
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{
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@ -49,6 +53,14 @@ namespace osu.Game.Rulesets.Catch.UI
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this.difficulty = difficulty;
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this.difficulty = difficulty;
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}
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}
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protected override GameplayCursorContainer CreateCursor()
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{
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if (Mods.Any(m => m is ModRelax))
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return new CatchRelaxCursorContainer();
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return base.CreateCursor();
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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{
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{
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15
osu.Game.Rulesets.Catch/UI/CatchRelaxCursorContainer.cs
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15
osu.Game.Rulesets.Catch/UI/CatchRelaxCursorContainer.cs
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@ -0,0 +1,15 @@
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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.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Catch.UI
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{
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public partial class CatchRelaxCursorContainer : GameplayCursorContainer
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{
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// Just hide the cursor in relax.
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// The main goal here is to show that we have a cursor so the game never shows the global one.
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protected override Drawable CreateCursor() => Empty();
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}
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}
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@ -93,7 +93,7 @@ namespace osu.Game.Rulesets.UI
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public readonly BindableBool DisplayJudgements = new BindableBool(true);
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public readonly BindableBool DisplayJudgements = new BindableBool(true);
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[Resolved(CanBeNull = true)]
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[Resolved(CanBeNull = true)]
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private IReadOnlyList<Mod> mods { get; set; }
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protected IReadOnlyList<Mod> Mods { get; private set; }
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private readonly HitObjectEntryManager entryManager = new HitObjectEntryManager();
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private readonly HitObjectEntryManager entryManager = new HitObjectEntryManager();
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@ -243,9 +243,9 @@ namespace osu.Game.Rulesets.UI
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{
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{
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base.Update();
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base.Update();
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if (!IsNested && mods != null)
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if (!IsNested && Mods != null)
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{
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{
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foreach (var mod in mods)
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foreach (var mod in Mods)
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{
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{
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if (mod is IUpdatableByPlayfield updatable)
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if (mod is IUpdatableByPlayfield updatable)
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updatable.Update(this);
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updatable.Update(this);
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@ -374,9 +374,9 @@ namespace osu.Game.Rulesets.UI
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// If this is the first time this DHO is being used, then apply the DHO mods.
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// If this is the first time this DHO is being used, then apply the DHO mods.
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// This is done before Apply() so that the state is updated once when the hitobject is applied.
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// This is done before Apply() so that the state is updated once when the hitobject is applied.
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if (mods != null)
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if (Mods != null)
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{
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{
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foreach (var m in mods.OfType<IApplicableToDrawableHitObject>())
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foreach (var m in Mods.OfType<IApplicableToDrawableHitObject>())
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m.ApplyToDrawableHitObject(dho);
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m.ApplyToDrawableHitObject(dho);
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}
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}
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}
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}
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