// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.Events; using osu.Framework.Input.States; using osuTK; using osuTK.Input; namespace osu.Game.Screens.Utility.SampleComponents { public class LatencyCursorContainer : CursorContainer { protected override Drawable CreateCursor() => new LatencyCursor(); public override bool IsPresent => base.IsPresent || Scheduler.HasPendingTasks; public LatencyCursorContainer() { State.Value = Visibility.Hidden; } protected override bool OnMouseMove(MouseMoveEvent e) { // Scheduling is required to ensure updating of cursor position happens in limited rate. // We can alternatively solve this by a PassThroughInputManager layer inside LatencyArea, // but that would mean including input lag to this test, which may not be desired. Schedule(() => base.OnMouseMove(e)); return false; } private class LatencyCursor : LatencySampleComponent { public LatencyCursor() { AutoSizeAxes = Axes.Both; Origin = Anchor.Centre; InternalChild = new Circle { Size = new Vector2(40) }; } protected override void UpdateAtLimitedRate(InputState inputState) { Colour = inputState.Mouse.IsPressed(MouseButton.Left) ? OverlayColourProvider.Content1 : OverlayColourProvider.Colour2; } } } }