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Rewrite PassThroughInputManager parent synchronization #1978

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UselessToucan
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resolves #1966

osu.Framework/Input/InputManager.cs Outdated Show resolved Hide resolved
osu.Framework/Input/InputManager.cs Outdated Show resolved Hide resolved
osu.Framework/Input/PassThroughInputManager.cs Outdated Show resolved Hide resolved
{
base.LoadComplete();
Sync();
if (e.Drawable == null || e.Drawable.GetContainingInputManager() == this)

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new KeyboardKeyInput(parentState?.Keyboard?.Keys, CurrentState.Keyboard.Keys).Apply(CurrentState, this);
new JoystickButtonInput(parentState?.Joystick?.Buttons, CurrentState.Joystick.Buttons).Apply(CurrentState, this);
new KeyboardKeyInput(inputState?.Keyboard?.Keys, CurrentState.Keyboard.Keys).Apply(CurrentState, this);
new JoystickButtonInput(inputState?.Joystick?.Buttons, CurrentState.Joystick.Buttons).Apply(CurrentState, this);

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osu.Framework/Input/PassThroughInputManager.cs Outdated Show resolved Hide resolved
@smoogipoo
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While cleaning up pull requests, we found that your contributions here were forgotten about either due to dangling reviews or going in a direction we did not fully agree with. Given its age and inactivity, we're going to close this for now.

If you're still interested in seeing this change happen, either by bringing this pull request up-to-date or re-opening as a fresh one, please let us know in this thread before doing so and we will elaborate on what needs to be done (and whether it's a change we see being mergeable in the future).

@smoogipoo smoogipoo closed this Jun 19, 2022
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PassThroughInputManager syncs key presses even if they were handled
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