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Adjust layout to ballpark-match stable
I dunno what the wiki is claiming with the "24px" figure or why but I'm not playing conversion games either. Dimensions ballparked via screenshots captured at x768 resolution. Also removes a weird homebrew method to keep the text upright. There is one canonical way to do this, namely `UprightAspectMaintainingContainer`. And the other key counters were already using it.
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@ -37,6 +37,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override Drawable CreateDefaultImplementation() => new ArgonKeyCounterDisplay();
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protected override Drawable CreateLegacyImplementation() => new LegacyKeyCounterDisplay(); //{ Rotation = 90, };
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protected override Drawable CreateLegacyImplementation() => new LegacyKeyCounterDisplay();
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}
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}
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@ -7,6 +7,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Screens.Play.HUD;
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@ -30,18 +31,6 @@ namespace osu.Game.Skinning
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private Colour4 keyTextColour = Colour4.White;
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private float keyTextRotation;
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public float KeyTextRotation
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{
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get => keyTextRotation;
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set
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{
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keyTextRotation = value;
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overlayKeyText.Rotation = value;
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}
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}
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private readonly Container keyContainer;
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private readonly OsuSpriteText overlayKeyText;
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@ -55,7 +44,7 @@ namespace osu.Game.Skinning
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Anchor = Anchor.Centre;
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Child = keyContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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AutoSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Children = new Drawable[]
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@ -64,23 +53,26 @@ namespace osu.Game.Skinning
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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BypassAutoSizeAxes = Axes.Both,
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Rotation = -90,
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},
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overlayKeyText = new OsuSpriteText
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new UprightAspectMaintainingContainer
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{
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AutoSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = trigger.Name,
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Colour = keyTextColour,
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Font = OsuFont.GetFont(size: 20),
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Rotation = KeyTextRotation
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Child = overlayKeyText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = trigger.Name,
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Colour = keyTextColour,
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Font = OsuFont.GetFont(size: 20),
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},
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},
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}
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};
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// Legacy key counter size
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Height = Width = 48 * 0.95f;
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// matches longest dimension of default skin asset
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Height = Width = 46;
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}
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[BackgroundDependencyLoader]
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@ -8,6 +8,7 @@ using osu.Game.Screens.Play.HUD;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osuTK;
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namespace osu.Game.Skinning
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{
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@ -27,18 +28,19 @@ namespace osu.Game.Skinning
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{
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backgroundSprite = new Sprite
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{
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Anchor = Anchor.TopLeft,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopLeft,
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Scale = new Vector2(1.05f, 1),
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Rotation = 90,
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},
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KeyFlow = new FillFlowContainer<KeyCounter>
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{
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// https://osu.ppy.sh/wiki/en/Skinning/Interface#input-overlay
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// 24px away from the container, there're 4 counter in legacy, so divide by 4
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// "inputoverlay-background.png" are 1.05x in-game. so *1.05f to the X coordinate
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X = 24f / 4f,
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Direction = FillDirection.Horizontal,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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X = -1.5f,
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Y = 7,
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Spacing = new Vector2(1.8f),
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Direction = FillDirection.Vertical,
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AutoSizeAxes = Axes.Both,
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},
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});
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@ -65,18 +67,8 @@ namespace osu.Game.Skinning
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{
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TransitionDuration = key_transition_time,
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KeyTextColour = keyTextColor,
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KeyTextRotation = -Rotation,
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};
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protected override void Update()
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{
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base.Update();
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// keep the text are always horizontal
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foreach (var child in KeyFlow.Cast<LegacyKeyCounter>())
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child.KeyTextRotation = -Rotation;
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}
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private Colour4 keyTextColor = Colour4.White;
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public Colour4 KeyTextColor
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@ -396,10 +396,9 @@ namespace osu.Game.Skinning
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if (keyCounter != null)
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{
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keyCounter.Rotation = 90f;
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// set the anchor to top right so that it won't squash to the return button to the top
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keyCounter.Anchor = Anchor.CentreRight;
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keyCounter.Origin = Anchor.TopCentre;
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keyCounter.Origin = Anchor.CentreRight;
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keyCounter.X = 0;
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// 340px is the default height inherit from stable
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keyCounter.Y = container.ToLocalSpace(new Vector2(0, container.ScreenSpaceDrawQuad.Centre.Y - 340f)).Y;
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