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Reorder CursorTrail members
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f51ff55328
commit
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@ -22,28 +22,14 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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internal class CursorTrail : Drawable, IRequireHighFrequencyMousePosition
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{
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private int currentIndex;
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private IShader shader;
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private Texture texture;
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private Vector2 size => texture.Size * Scale;
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private double timeOffset;
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private float time;
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public override bool IsPresent => true;
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private const int max_sprites = 2048;
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private Vector2? lastPosition;
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private readonly InputResampler resampler = new InputResampler();
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protected override DrawNode CreateDrawNode() => new TrailDrawNode(this);
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private int currentIndex;
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private IShader shader;
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private Texture texture;
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private double timeOffset;
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private float time;
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public CursorTrail()
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{
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@ -60,8 +46,6 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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}
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, TextureStore textures)
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{
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@ -76,6 +60,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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resetTime();
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}
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public override bool IsPresent => true;
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protected override void Update()
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{
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base.Update();
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@ -101,6 +87,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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timeOffset = Time.Current;
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}
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private Vector2 size => texture.Size * Scale;
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private Vector2? lastPosition;
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private readonly InputResampler resampler = new InputResampler();
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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Vector2 pos = e.ScreenSpaceMousePosition;
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@ -127,21 +120,19 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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for (float d = interval; d < distance; d += interval)
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{
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lastPosition = pos1 + direction * d;
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addPosition(lastPosition.Value);
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parts[currentIndex].Position = lastPosition.Value;
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parts[currentIndex].Time = time;
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++parts[currentIndex].InvalidationID;
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currentIndex = (currentIndex + 1) % max_sprites;
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}
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}
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return base.OnMouseMove(e);
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}
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private void addPosition(Vector2 pos)
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{
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parts[currentIndex].Position = pos;
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parts[currentIndex].Time = time;
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++parts[currentIndex].InvalidationID;
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currentIndex = (currentIndex + 1) % max_sprites;
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}
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protected override DrawNode CreateDrawNode() => new TrailDrawNode(this);
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private struct TrailPart
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{
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