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Refactor a bit
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@ -162,7 +162,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private Vector2 size;
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private readonly CustomBatch vertexBatch = new CustomBatch(max_sprites, 1);
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private readonly TrailBatch vertexBatch = new TrailBatch(max_sprites, 1);
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public TrailDrawNode(CursorTrail source)
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: base(source)
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@ -196,9 +196,10 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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for (int i = 0; i < parts.Length; ++i)
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{
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Vector2 pos = parts[i].Position;
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vertexBatch.DrawTime = parts[i].Time;
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Vector2 pos = parts[i].Position;
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DrawQuad(
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texture,
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new Quad(pos.X - size.X / 2, pos.Y - size.Y / 2, size.X, size.Y),
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@ -217,25 +218,23 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Dispose();
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}
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private class CustomBatch : QuadBatch<TexturedTrailVertex>
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// Todo: This shouldn't exist, but is currently used to reduce allocations by caching variable-capturing closures.
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private class TrailBatch : QuadBatch<TexturedTrailVertex>
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{
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public new readonly Action<TexturedVertex2D> AddAction;
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public float DrawTime;
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public CustomBatch(int size, int maxBuffers)
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public TrailBatch(int size, int maxBuffers)
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: base(size, maxBuffers)
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{
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AddAction = add;
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AddAction = v => Add(new TexturedTrailVertex
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{
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Position = v.Position,
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TexturePosition = v.TexturePosition,
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Time = DrawTime + 1,
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Colour = v.Colour,
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});
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}
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private void add(TexturedVertex2D vertex) => Add(new TexturedTrailVertex
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{
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Position = vertex.Position,
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TexturePosition = vertex.TexturePosition,
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Time = DrawTime + 1,
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Colour = vertex.Colour,
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});
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}
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}
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