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Merge branch 'master' into windows-raw-keyboard
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.github/workflows/build-ffmpeg.yml

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Original file line numberDiff line numberDiff line change
@@ -173,8 +173,7 @@ jobs:
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build-linux:
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name: Build Linux (x64)
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# Use 20.04 to target glibc 2.31 like the other native libs
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runs-on: ubuntu-20.04
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runs-on: ubuntu-22.04
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steps:
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- name: Install dependencies
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run: |
@@ -186,13 +185,33 @@ jobs:
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- name: Build
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run: osu.Framework.NativeLibs/scripts/ffmpeg/build-linux.sh
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env:
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arch: x64
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- name: Upload
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uses: actions/upload-artifact@v4
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with:
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name: linux-x64
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path: linux-x64
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build-linux-arm64:
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name: Build Linux (arm64)
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runs-on: ubuntu-22.04-arm
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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- name: Build
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run: osu.Framework.NativeLibs/scripts/ffmpeg/build-linux.sh
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env:
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arch: arm64
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- name: Upload
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uses: actions/upload-artifact@v4
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with:
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name: linux-arm64
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path: linux-arm64
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build-android:
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name: Build Android
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runs-on: ubuntu-22.04
@@ -245,6 +264,10 @@ jobs:
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with:
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name: linux-x64
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path: osu.Framework.NativeLibs/runtimes/linux-x64/native
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- uses: actions/download-artifact@v4
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with:
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name: linux-arm64
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path: osu.Framework.NativeLibs/runtimes/linux-arm64/native
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- uses: actions/download-artifact@v4
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with:
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name: win-arm64

.github/workflows/ci.yml

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@@ -104,7 +104,7 @@ jobs:
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build-only-android:
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name: Build only (Android)
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runs-on: windows-2019
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runs-on: windows-latest
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timeout-minutes: 60
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steps:
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- name: Checkout
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dotnet-version: "8.0.x"
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- name: Restore .NET workloads
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# since windows image 20241113.3.0, not specifying a version here
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# installs the .NET 7 version of android workload for very unknown reasons.
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# revisit once we upgrade to .NET 9, it's probably fixed there.
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run: dotnet workload install android --version (dotnet --version)
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run: dotnet workload install android
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- name: Compile
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run: dotnet build -c Debug osu-framework.Android.slnf
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build-only-ios:
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name: Build only (iOS)
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runs-on: macos-latest
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runs-on: macos-15
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timeout-minutes: 60
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steps:
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- name: Checkout
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dotnet-version: "8.0.x"
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- name: Restore .NET workloads
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run: dotnet workload install ios --from-rollback-file workloads.json
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run: dotnet workload install ios
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# https://github.com/dotnet/macios/issues/19157
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# https://github.com/actions/runner-images/issues/12758
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- name: Use Xcode 16.4
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run: sudo xcode-select -switch /Applications/Xcode_16.4.app
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- name: Compile
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run: dotnet build -c Debug osu-framework.iOS.slnf

.github/workflows/deploy-pack.yml

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@@ -131,10 +131,7 @@ jobs:
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java-version: 11
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- name: Restore .NET workloads
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# since windows image 20241113.3.0, not specifying a version here
135-
# installs the .NET 7 version of android workload for very unknown reasons.
136-
# revisit once we upgrade to .NET 9, it's probably fixed there.
137-
run: dotnet workload install android --version (dotnet --version)
134+
run: dotnet workload install android
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- name: Pack (Android Framework)
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run: dotnet pack -c Release osu.Framework.Android /p:Version=${{ github.ref_name }} /p:GenerateDocumentationFile=true -o ${{steps.artifactsPath.outputs.nuget_artifacts}}
@@ -150,7 +147,7 @@ jobs:
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pack-ios:
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name: Pack (iOS)
153-
runs-on: macos-latest
150+
runs-on: macos-15
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environment: production
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defaults:
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run:
@@ -169,7 +166,12 @@ jobs:
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dotnet-version: "8.0.x"
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- name: Restore .NET Workloads
172-
run: dotnet workload install ios --from-rollback-file workloads.json
169+
run: dotnet workload install ios
170+
171+
# https://github.com/dotnet/macios/issues/19157
172+
# https://github.com/actions/runner-images/issues/12758
173+
- name: Use Xcode 16.4
174+
run: sudo xcode-select -switch /Applications/Xcode_16.4.app
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- name: Pack (iOS Framework)
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run: dotnet pack -c Release osu.Framework.iOS /p:Version=${{ github.ref_name }} /p:GenerateDocumentationFile=true -o ${{steps.artifactsPath.outputs.nuget_artifacts}}

osu-framework.sln.DotSettings

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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertToUsingDeclaration/@EntryIndexedValue">HINT</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=ConvertTypeCheckPatternToNullCheck/@EntryIndexedValue">DO_NOT_SHOW</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=DoubleNegationOperator/@EntryIndexedValue">WARNING</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=DuplicatedStatements/@EntryIndexedValue">HINT</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=EmptyGeneralCatchClause/@EntryIndexedValue">DO_NOT_SHOW</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=EnforceDoWhileStatementBraces/@EntryIndexedValue">WARNING</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=EnforceFixedStatementBraces/@EntryIndexedValue">WARNING</s:String>

osu.Framework.Android/AndroidGameSurface.cs

Lines changed: 2 additions & 2 deletions
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@@ -46,13 +46,13 @@ private void init()
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public bool IsSurfaceReady => isSurfaceReady;
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49-
public override void HandlePause()
49+
protected override void HandlePause()
5050
{
5151
base.HandlePause();
5252
isSurfaceReady = false;
5353
}
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55-
public override void HandleResume()
55+
protected override void HandleResume()
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{
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base.HandleResume();
5858
isSurfaceReady = true;

osu.Framework.Android/AndroidGameWindow.cs

Lines changed: 1 addition & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -2,15 +2,14 @@
22
// See the LICENCE file in the repository root for full licence text.
33

44
using System;
5-
using osu.Framework.Bindables;
65
using osu.Framework.Platform;
76
using osu.Framework.Platform.SDL3;
87

98
namespace osu.Framework.Android
109
{
1110
internal class AndroidGameWindow : SDL3MobileWindow
1211
{
13-
public override IntPtr SurfaceHandle => AndroidGameActivity.Surface.NativeSurface?.Handle ?? IntPtr.Zero;
12+
public override IntPtr SurfaceHandle => AndroidGameActivity.Surface.Holder?.Surface?.Handle ?? IntPtr.Zero;
1413

1514
public AndroidGameWindow(GraphicsSurfaceType surfaceType, string appName)
1615
: base(surfaceType, appName)
@@ -22,10 +21,6 @@ public override void Create()
2221
base.Create();
2322

2423
SafeAreaPadding.BindTo(AndroidGameActivity.Surface.SafeAreaPadding);
25-
26-
// Android SDL doesn't receive these events at start, so it never receives focus until it comes back from background
27-
((BindableBool)CursorInWindow).Value = true;
28-
Focused = true;
2924
}
3025
}
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}
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