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Add base cursor class to retrieve true visibility state
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@ -9,6 +9,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Cursor;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.UI;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Osu.Tests
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@ -27,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(cursorContainer = new GameplayCursorContainer { RelativeSizeAxes = Axes.Both });
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Add(cursorContainer = new OsuCursorContainer { RelativeSizeAxes = Axes.Both });
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}
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}
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}
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@ -1,7 +1,6 @@
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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.Cursor;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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@ -20,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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private class OsuPlayfieldNoCursor : OsuPlayfield
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{
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protected override CursorContainer CreateCursor() => null;
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protected override GameplayCursorContainer CreateCursor() => null;
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}
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}
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}
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@ -3,12 +3,12 @@
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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public class GameplayCursorContainer : CursorContainer, IKeyBindingHandler<OsuAction>
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public class OsuCursorContainer : GameplayCursorContainer, IKeyBindingHandler<OsuAction>
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private readonly Container<Drawable> fadeContainer;
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public GameplayCursorContainer()
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public OsuCursorContainer()
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{
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InternalChild = fadeContainer = new Container
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{
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@ -10,7 +10,6 @@ using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Connections;
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using osu.Game.Rulesets.UI;
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using System.Linq;
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using osu.Framework.Graphics.Cursor;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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@ -24,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.UI
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public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
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protected override CursorContainer CreateCursor() => new GameplayCursorContainer();
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protected override GameplayCursorContainer CreateCursor() => new OsuCursorContainer();
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public OsuPlayfield()
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{
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@ -9,6 +9,7 @@ using osu.Framework.Graphics.Cursor;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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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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using osuTK.Graphics;
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@ -37,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.UI
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clickToResumeCursor.ShowAt(GameplayCursor.ActiveCursor.Position);
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if (localCursorContainer == null)
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Add(localCursorContainer = new GameplayCursorContainer());
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Add(localCursorContainer = new OsuCursorContainer());
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}
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public override void Hide()
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@ -178,7 +178,7 @@ namespace osu.Game.Rulesets.UI
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public override void RequestResume(Action continueResume)
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{
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if (ResumeOverlay != null && (Cursor == null || Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre)))
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if (ResumeOverlay != null && (Cursor == null || ((GameplayCursorContainer)Cursor).LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre)))
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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@ -284,7 +284,9 @@ namespace osu.Game.Rulesets.UI
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protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
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public override CursorContainer Cursor => Playfield.Cursor;
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CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
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public override GameplayCursorContainer Cursor => Playfield.Cursor;
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public bool ProvidingUserCursor => Playfield.Cursor != null && !HasReplayLoaded.Value;
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@ -354,7 +356,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// The cursor being displayed by the <see cref="Playfield"/>. May be null if no cursor is provided.
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/// </summary>
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public abstract CursorContainer Cursor { get; }
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public abstract GameplayCursorContainer Cursor { get; }
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/// <summary>
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/// Sets a replay to be used, overriding local input.
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25
osu.Game/Rulesets/UI/GameplayCursorContainer.cs
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25
osu.Game/Rulesets/UI/GameplayCursorContainer.cs
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@ -0,0 +1,25 @@
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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.Containers;
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using osu.Framework.Graphics.Cursor;
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namespace osu.Game.Rulesets.UI
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{
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public class GameplayCursorContainer : CursorContainer
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{
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/// <summary>
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/// Because Show/Hide are executed by a parent, <see cref="State"/> is updated immediately even if the cursor
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/// is in a non-updating state (via <see cref="FrameStabilityContainer"/> limitations).
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///
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/// This holds the true visibility value.
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/// </summary>
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public Visibility LastFrameState;
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protected override void Update()
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{
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base.Update();
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LastFrameState = State;
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}
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}
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}
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@ -10,7 +10,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osuTK;
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@ -90,14 +89,14 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// The cursor currently being used by this <see cref="Playfield"/>. May be null if no cursor is provided.
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/// </summary>
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public CursorContainer Cursor { get; private set; }
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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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/// If providing a cursor, <see cref="CursorTargetContainer"/> must also point to a valid target container.
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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 CursorContainer CreateCursor() => null;
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protected virtual GameplayCursorContainer CreateCursor() => null;
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/// <summary>
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/// Registers a <see cref="Playfield"/> as a nested <see cref="Playfield"/>.
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