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Add ability to make cursor show even during touch input
I completely disagree with this from a UX perspective, but it's come up so often that I figure we should just let users bone themselves.
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@ -91,6 +91,7 @@ namespace osu.Game.Configuration
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// Input
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SetDefault(OsuSetting.MenuCursorSize, 1.0f, 0.5f, 2f, 0.01f);
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SetDefault(OsuSetting.GameplayCursorSize, 1.0f, 0.1f, 2f, 0.01f);
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SetDefault(OsuSetting.GameplayCursorDuringTouch, false);
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SetDefault(OsuSetting.AutoCursorSize, false);
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SetDefault(OsuSetting.MouseDisableButtons, false);
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@ -292,6 +293,7 @@ namespace osu.Game.Configuration
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MenuCursorSize,
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GameplayCursorSize,
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AutoCursorSize,
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GameplayCursorDuringTouch,
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DimLevel,
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BlurLevel,
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LightenDuringBreaks,
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@ -3,16 +3,20 @@
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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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;
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using osu.Framework.Input.StateChanges;
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using osu.Game.Configuration;
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namespace osu.Game.Graphics.Cursor
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{
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/// <summary>
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/// A container which provides a <see cref="MenuCursor"/> which can be overridden by hovered <see cref="Drawable"/>s.
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/// A container which provides a <see cref="MenuCursor"/>.
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/// It also handles cases where a more localised cursor is provided by another component (via <see cref="IProvideCursor"/>).
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/// </summary>
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public class MenuCursorContainer : Container, IProvideCursor
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{
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@ -36,12 +40,19 @@ namespace osu.Game.Graphics.Cursor
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});
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}
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private Bindable<bool> showDuringTouch;
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private InputManager inputManager;
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[Resolved]
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private OsuConfigManager config { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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inputManager = GetContainingInputManager();
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showDuringTouch = config.GetBindable<bool>(OsuSetting.GameplayCursorDuringTouch);
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}
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private IProvideCursor currentTarget;
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@ -51,7 +62,7 @@ namespace osu.Game.Graphics.Cursor
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base.Update();
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var lastMouseSource = inputManager.CurrentState.Mouse.LastSource;
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bool hasValidInput = lastMouseSource != null && !(lastMouseSource is ISourcedFromTouch);
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bool hasValidInput = lastMouseSource != null && (showDuringTouch.Value || lastMouseSource is not ISourcedFromTouch);
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if (!hasValidInput || !CanShowCursor)
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{
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@ -34,6 +34,11 @@ namespace osu.Game.Localisation
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/// </summary>
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public static LocalisableString AutoCursorSize => new TranslatableString(getKey(@"auto_cursor_size"), @"Adjust gameplay cursor size based on current beatmap");
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/// <summary>
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/// "Show gameplay cursor during touch input"
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/// </summary>
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public static LocalisableString GameplayCursorDuringTouch => new TranslatableString(getKey(@"gameplay_cursor_during_touch"), @"Show gameplay cursor during touch input");
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/// <summary>
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/// "Beatmap skins"
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/// </summary>
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@ -32,6 +32,11 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
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LabelText = SkinSettingsStrings.AutoCursorSize,
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Current = config.GetBindable<bool>(OsuSetting.AutoCursorSize)
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},
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new SettingsCheckbox
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{
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LabelText = SkinSettingsStrings.GameplayCursorDuringTouch,
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Current = config.GetBindable<bool>(OsuSetting.GameplayCursorDuringTouch)
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},
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};
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if (RuntimeInfo.OS == RuntimeInfo.Platform.Windows)
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