osu-framework
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A game framework written with osu! in mind.
**Fixed by https://github.com/libsdl-org/SDL/commit/6c962177272c6a2ce684e4298b40c25ebdd1ac74:** - https://github.com/ppy/osu-framework/issues/4159 - https://github.com/ppy/osu/issues/12228 - https://github.com/ppy/osu-framework/issues/4050 (probably fixed by something else) - [x] #5136 **Fixed by https://github.com/libsdl-org/SDL/commit/5ff42438e36e98c9d72ac70f5f5ce4599b96d3d2:** - https://github.com/ppy/osu-framework/issues/4055 - relevant: https://github.com/ppy/osu-framework/issues/1679 - SDL no longer sends...
Currently disabling the property would end up making the sprite text look unaligned instead: | | `UseFullGlyphHeight = true` | `UseFullGlyphHeight = false` | |----------------|:---------------------------:|:----------------------------:| | with margin | ![CleanShot...
# Main information tl;dr: the text of this issue is just describing the effects of glFinish, and how calling or not calling it after SwapBuffers affects certain drivers. Considering the...
Checked that this is standard behaviour on macOS and windows https://user-images.githubusercontent.com/191335/165684195-5fd49b7f-ac21-4819-ab29-4544395342a0.mp4 https://user-images.githubusercontent.com/191335/165684538-630f5599-3768-431a-aef1-6c255544b97c.mp4 Doesn't feel great
Discovered when working on https://github.com/ppy/osu-framework/pull/5150#discussion_r863843183, when moving things from `unbindInput()` to `OnFocusLost()` and `Dispose()`. Another way to put it: `InputManager.FocusedDrawable` can hold a disposed drawable. Since focus is only updated...
Currently, there is a closed set of interfaces, which when implemented mark the drawable as able to handle (non)positional input (in `HandleInputCache`). It is not possible to add your own....
Raised in https://github.com/ppy/osu/pull/18090#issuecomment-1117218050 with brief explanation and discussion in https://github.com/ppy/osu/pull/18090#issuecomment-1118136311. In summary, `ScrollContainer` cannot compute the bounds of a non-loaded target, as it doesn't have a parent yet to inherit...
Something I found which is outdated by now given the refactors of `TextInputSource`, and which bugged me with its delay on hide (almost feels like the game is slow enough...
Calls to `SDL_SetWindowGrab(TRUE)` block input *system-wide* for a short period. Not sure what to do about this, but opening an issue for tracking. Adding to my backlist of things to...
Not considering scaling at the moment, should be. https://user-images.githubusercontent.com/191335/165057459-32ff98c7-1eef-4068-95c3-70f3e351c776.mp4