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Rewrite a lot of ManiaPlayfield/Column to support left/right special styles and arbitrary number of columns.
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parent
06e014708a
commit
14e4714f08
@ -20,7 +20,7 @@ namespace osu.Desktop.VisualTests.Tests
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{
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base.Reset();
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const int max_columns = 9;
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const int max_columns = 10;
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for (int i = 1; i <= max_columns; i++)
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{
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@ -38,6 +38,8 @@ namespace osu.Desktop.VisualTests.Tests
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AddStep("Trigger keys down", () => ((ManiaPlayfield)Children.First()).Columns.Children.ForEach(triggerKeyDown));
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AddStep("Trigger keys up", () => ((ManiaPlayfield)Children.First()).Columns.Children.ForEach(triggerKeyUp));
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AddStep("Left special style", () => ((ManiaPlayfield)Children.First()).SpecialColumnStyle = SpecialColumnStyle.Left);
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AddStep("Right special style", () => ((ManiaPlayfield)Children.First()).SpecialColumnStyle = SpecialColumnStyle.Right);
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}
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}
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@ -29,31 +29,6 @@ namespace osu.Game.Rulesets.Mania.UI
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private const float column_width = 45;
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private const float special_column_width = 70;
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get { return accentColour; }
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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setAccentColour();
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}
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}
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private bool isSpecialColumn;
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public bool IsSpecialColumn
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{
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get { return isSpecialColumn; }
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set
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{
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isSpecialColumn = value;
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Width = isSpecialColumn ? special_column_width : column_width;
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}
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}
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public Key Key;
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private readonly Box background;
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@ -159,23 +134,46 @@ namespace osu.Game.Rulesets.Mania.UI
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};
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}
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private void setAccentColour()
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private bool isSpecial;
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public bool IsSpecial
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{
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background.Colour = AccentColour;
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hitTargetBar.EdgeEffect = new EdgeEffect
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get { return isSpecial; }
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set
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = AccentColour.Opacity(0.5f),
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};
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if (isSpecial == value)
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return;
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isSpecial = value;
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keyIcon.EdgeEffect = new EdgeEffect
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Width = isSpecial ? special_column_width : column_width;
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}
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get { return accentColour; }
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set
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = AccentColour.Opacity(0.5f),
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};
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if (accentColour == value)
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return;
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accentColour = value;
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background.Colour = accentColour;
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hitTargetBar.EdgeEffect = new EdgeEffect
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = accentColour.Opacity(0.5f),
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};
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keyIcon.EdgeEffect = new EdgeEffect
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = accentColour.Opacity(0.5f),
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};
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}
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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@ -15,18 +15,50 @@ using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using OpenTK.Input;
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using System.Linq;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class ManiaPlayfield : Playfield<ManiaBaseHit, ManiaJudgement>
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{
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/// <summary>
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/// Default column keys, expanding outwards from the middle as more column are added.
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/// E.g. 2 columns use FJ, 4 columns use DFJK, 6 use SDFJKL, etc...
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/// </summary>
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private static readonly Key[] default_keys = new[] { Key.A, Key.S, Key.D, Key.F, Key.J, Key.K, Key.L, Key.Semicolon };
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private SpecialColumnStyle specialColumnStyle;
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/// <summary>
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/// The style to use for the special column.
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/// </summary>
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public SpecialColumnStyle SpecialColumnStyle
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{
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get { return specialColumnStyle; }
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set
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{
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if (specialColumnStyle == value)
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return;
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specialColumnStyle = value;
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if (!IsLoaded)
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return;
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updateColumnStyle();
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}
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}
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public readonly FlowContainer<Column> Columns;
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public ManiaPlayfield(int columns)
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private List<Color4> normalColumnColours = new List<Color4>();
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private Color4 specialColumnColour;
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private readonly int columnCount;
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public ManiaPlayfield(int columnCount)
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{
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if (columns > 9)
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throw new ArgumentException($"{columns} columns is not supported.");
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if (columns <= 0)
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this.columnCount = columnCount;
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if (columnCount <= 0)
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throw new ArgumentException("Can't have zero or fewer columns.");
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Children = new Drawable[]
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@ -56,43 +88,81 @@ namespace osu.Game.Rulesets.Mania.UI
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}
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};
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for (int i = 0; i < columns; i++)
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for (int i = 0; i < columnCount; i++)
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Columns.Add(new Column());
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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var columnColours = new[]
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normalColumnColours = new List<Color4>
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{
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colours.RedDark,
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colours.GreenDark,
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colours.BlueDark // Special column
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colours.GreenDark
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};
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int columnCount = Columns.Children.Count();
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int halfColumns = columnCount / 2;
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specialColumnColour = colours.BlueDark;
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var keys = new[] { Key.A, Key.S, Key.D, Key.F, Key.Space, Key.J, Key.K, Key.L, Key.Semicolon };
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updateColumnStyle();
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}
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for (int i = 0; i < halfColumns; i++)
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/// <summary>
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/// Updates the column style (special style/colours) + keys.
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/// </summary>
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private void updateColumnStyle()
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{
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// Set the special column + colour + key
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for (int i = 0; i < columnCount; i++)
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{
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Column leftColumn = Columns.Children.ElementAt(i);
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Column rightColumn = Columns.Children.ElementAt(columnCount - 1 - i);
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Column column = Columns.Children.ElementAt(i);
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column.IsSpecial = isSpecialColumn(i);
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Color4 accent = columnColours[i % 2];
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leftColumn.AccentColour = rightColumn.AccentColour = accent;
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leftColumn.Key = keys[keys.Length / 2 - halfColumns + i];
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rightColumn.Key = keys[keys.Length / 2 + halfColumns - i];
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if (!column.IsSpecial)
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continue;
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column.Key = Key.Space;
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column.AccentColour = specialColumnColour;
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}
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bool hasSpecial = halfColumns * 2 < columnCount;
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if (hasSpecial)
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var nonSpecialColumns = Columns.Children.Where(c => !c.IsSpecial).ToList();
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// We'll set the colours of the non-special columns in a separate loop, because the non-special
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// column colours are mirrored across their centre and special styles mess with this
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for (int i = 0; i < Math.Ceiling(nonSpecialColumns.Count / 2f); i++)
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{
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Column specialColumn = Columns.Children.ElementAt(halfColumns);
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specialColumn.IsSpecialColumn = true;
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specialColumn.AccentColour = columnColours[2];
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specialColumn.Key = keys[keys.Length / 2];
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Color4 colour = normalColumnColours[i % normalColumnColours.Count];
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nonSpecialColumns[i].AccentColour = colour;
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nonSpecialColumns[nonSpecialColumns.Count - 1 - i].AccentColour = colour;
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}
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// We'll set the keys for non-special columns in another separate loop because it's not mirrored like the above colours
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// Todo: This needs to go when we get to bindings and use Button1, ..., ButtonN instead
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for (int i = 0; i < nonSpecialColumns.Count; i++)
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{
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Column column = nonSpecialColumns[i];
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int keyOffset = default_keys.Length / 2 - nonSpecialColumns.Count / 2 + i;
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if (keyOffset >= 0 && keyOffset < default_keys.Length)
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column.Key = default_keys[keyOffset];
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}
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}
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/// <summary>
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/// Whether the column index is a special column for this playfield.
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/// </summary>
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/// <param name="column">The 0-based column index.</param>
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/// <returns>Whether the column is a special column.</returns>
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private bool isSpecialColumn(int column)
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{
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switch (SpecialColumnStyle)
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{
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default:
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case SpecialColumnStyle.Normal:
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return columnCount % 2 == 1 && column == columnCount / 2;
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case SpecialColumnStyle.Left:
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return column == 0;
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case SpecialColumnStyle.Right:
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return column == columnCount - 1;
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}
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}
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}
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21
osu.Game.Rulesets.Mania/UI/SpecialColumnStyle.cs
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21
osu.Game.Rulesets.Mania/UI/SpecialColumnStyle.cs
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@ -0,0 +1,21 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Rulesets.Mania.UI
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{
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public enum SpecialColumnStyle
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{
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/// <summary>
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/// The special column will lie in the center of the columns.
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/// </summary>
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Normal,
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/// <summary>
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/// The special column will lie to the left of the columns.
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/// </summary>
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Left,
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/// <summary>
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/// The special column will lie to the right of the columns.
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/// </summary>
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Right
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}
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}
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@ -61,6 +61,7 @@
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<Compile Include="UI\ManiaPlayfield.cs" />
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<Compile Include="ManiaRuleset.cs" />
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<Compile Include="Mods\ManiaMod.cs" />
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<Compile Include="UI\SpecialColumnStyle.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\osu-framework\osu.Framework\osu.Framework.csproj">
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