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Fix catch by moving cursor-specific handling local
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@ -6,11 +6,11 @@ using NUnit.Framework;
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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.Framework.Graphics.Containers;
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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.Testing;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.UI.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.Screens.Play;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Visual;
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using osu.Game.Tests.Visual;
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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public partial class TestSceneResumeOverlay : OsuManualInputManagerTestScene
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public partial class TestSceneResumeOverlay : OsuManualInputManagerTestScene
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{
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{
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private ManualOsuInputManager osuInputManager = null!;
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private ManualOsuInputManager osuInputManager = null!;
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private CursorContainer cursor = null!;
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private GameplayCursorContainer cursor = null!;
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private ResumeOverlay resume = null!;
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private ResumeOverlay resume = null!;
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private bool resumeFired;
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private bool resumeFired;
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@ -99,7 +99,17 @@ namespace osu.Game.Rulesets.Osu.Tests
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private void loadContent()
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private void loadContent()
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{
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{
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Child = osuInputManager = new ManualOsuInputManager(new OsuRuleset().RulesetInfo) { Children = new Drawable[] { cursor = new CursorContainer(), resume = new OsuResumeOverlay { GameplayCursor = cursor }, } };
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Child = osuInputManager = new ManualOsuInputManager(new OsuRuleset().RulesetInfo)
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{
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Children = new Drawable[]
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{
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cursor = new GameplayCursorContainer(),
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resume = new OsuResumeOverlay
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{
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GameplayCursor = cursor
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},
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}
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};
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resumeFired = false;
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resumeFired = false;
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resume.ResumeAction = () => resumeFired = true;
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resume.ResumeAction = () => resumeFired = true;
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@ -39,6 +39,13 @@ namespace osu.Game.Rulesets.Osu.UI
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protected override void PopIn()
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protected override void PopIn()
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{
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{
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// Can't display if the cursor is outside the window.
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if (GameplayCursor.LastFrameState == Visibility.Hidden || !Contains(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))
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{
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Resume();
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return;
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}
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base.PopIn();
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base.PopIn();
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GameplayCursor.ActiveCursor.Hide();
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GameplayCursor.ActiveCursor.Hide();
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@ -227,7 +227,7 @@ namespace osu.Game.Rulesets.UI
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public override void RequestResume(Action continueResume)
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public override void RequestResume(Action continueResume)
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{
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{
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if (ResumeOverlay != null && UseResumeOverlay && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
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if (ResumeOverlay != null && UseResumeOverlay)
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{
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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ResumeOverlay.ResumeAction = continueResume;
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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Cursor;
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using osu.Framework.Localisation;
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using osu.Framework.Localisation;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.UI;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -21,7 +22,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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/// </summary>
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public abstract partial class ResumeOverlay : VisibilityContainer
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public abstract partial class ResumeOverlay : VisibilityContainer
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{
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{
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public CursorContainer GameplayCursor { get; set; }
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public GameplayCursorContainer GameplayCursor { get; set; }
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/// <summary>
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/// <summary>
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/// The action to be performed to complete resuming.
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/// The action to be performed to complete resuming.
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