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Split PlayerInputManager into two classes, allowing more precise handling of input (for KeyCounter).
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osu.Game.Modes.Osu/OsuKeyConversionInputManager.cs
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56
osu.Game.Modes.Osu/OsuKeyConversionInputManager.cs
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@ -0,0 +1,56 @@
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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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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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using osu.Game.Screens.Play;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Modes.Osu
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{
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public class OsuKeyConversionInputManager : KeyConversionInputManager
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{
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private bool leftViaKeyboard;
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private bool rightViaKeyboard;
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private Bindable<bool> mouseDisabled;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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mouseDisabled = config.GetBindable<bool>(OsuConfig.MouseDisableButtons);
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}
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protected override void TransformState(InputState state)
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{
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base.TransformState(state);
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var mouse = state.Mouse as MouseState;
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var keyboard = state.Keyboard as KeyboardState;
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if (keyboard != null)
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{
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leftViaKeyboard = keyboard.Keys.Contains(Key.Z);
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rightViaKeyboard = keyboard.Keys.Contains(Key.X);
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}
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if (mouse != null)
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{
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if (mouseDisabled.Value)
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{
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mouse.PressedButtons.Remove(MouseButton.Left);
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mouse.PressedButtons.Remove(MouseButton.Right);
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}
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if (leftViaKeyboard)
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mouse.PressedButtons.Add(MouseButton.Left);
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if (rightViaKeyboard)
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mouse.PressedButtons.Add(MouseButton.Right);
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}
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}
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}
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}
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@ -7,6 +7,7 @@ using osu.Game.Modes.Osu.Beatmaps;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.Objects.Drawables;
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using osu.Game.Modes.UI;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes.Osu.UI
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{
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@ -21,6 +22,8 @@ namespace osu.Game.Modes.Osu.UI
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protected override Playfield<OsuHitObject> CreatePlayfield() => new OsuPlayfield();
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protected override KeyConversionInputManager CreateKeyConversionInputManager() => new OsuKeyConversionInputManager();
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protected override DrawableHitObject<OsuHitObject> GetVisualRepresentation(OsuHitObject h)
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{
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var circle = h as HitCircle;
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@ -73,6 +73,7 @@
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<Compile Include="Objects\SliderTick.cs" />
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<Compile Include="OsuAutoReplay.cs" />
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<Compile Include="OsuDifficultyCalculator.cs" />
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<Compile Include="OsuKeyConversionInputManager.cs" />
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<Compile Include="OsuScore.cs" />
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<Compile Include="OsuScoreProcessor.cs" />
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<Compile Include="UI\OsuHitRenderer.cs" />
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@ -44,6 +44,8 @@ namespace osu.Game.Modes.UI
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public abstract class HitRenderer<TObject> : HitRenderer
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where TObject : HitObject
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{
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internal readonly KeyConversionInputManager KeyConversionInputManager;
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public override Func<Vector2, Vector2> MapPlayfieldToScreenSpace => Playfield.ScaledContent.ToScreenSpace;
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public IEnumerable<DrawableHitObject> DrawableObjects => Playfield.HitObjects.Children;
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@ -61,12 +63,16 @@ namespace osu.Game.Modes.UI
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RelativeSizeAxes = Axes.Both;
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KeyConversionInputManager = CreateKeyConversionInputManager();
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KeyConversionInputManager.RelativeSizeAxes = Axes.Both;
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KeyConversionInputManager.Add(Playfield = CreatePlayfield());
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InputManager.Add(content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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Playfield = CreatePlayfield(),
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KeyConversionInputManager
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}
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});
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@ -102,5 +108,6 @@ namespace osu.Game.Modes.UI
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protected abstract DrawableHitObject<TObject> GetVisualRepresentation(TObject h);
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protected abstract Playfield<TObject> CreatePlayfield();
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protected abstract IBeatmapConverter<TObject> CreateBeatmapConverter();
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protected virtual KeyConversionInputManager CreateKeyConversionInputManager() => new KeyConversionInputManager();
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}
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}
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16
osu.Game/Screens/Play/KeyConversionInputManager.cs
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16
osu.Game/Screens/Play/KeyConversionInputManager.cs
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@ -0,0 +1,16 @@
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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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using osu.Framework.Input;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// An InputManager primarily used to map keys to new functions.
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/// By default this does nothing; override TransformState to make alterations.
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/// </summary>
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public class KeyConversionInputManager : PassThroughInputManager
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{
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}
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}
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@ -1,25 +1,14 @@
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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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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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using System.Linq;
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using osu.Framework.Timing;
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using osu.Game.Input.Handlers;
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using OpenTK.Input;
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using KeyboardState = osu.Framework.Input.KeyboardState;
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using MouseState = osu.Framework.Input.MouseState;
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namespace osu.Game.Screens.Play
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{
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public class PlayerInputManager : PassThroughInputManager
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{
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private bool leftViaKeyboard;
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private bool rightViaKeyboard;
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private Bindable<bool> mouseDisabled;
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private ManualClock clock = new ManualClock();
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private IFrameBasedClock parentClock;
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@ -47,40 +36,6 @@ namespace osu.Game.Screens.Play
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Clock = new FramedClock(clock);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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mouseDisabled = config.GetBindable<bool>(OsuConfig.MouseDisableButtons);
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}
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protected override void TransformState(InputState state)
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{
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base.TransformState(state);
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var mouse = state.Mouse as MouseState;
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var keyboard = state.Keyboard as KeyboardState;
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if (keyboard != null)
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{
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leftViaKeyboard = keyboard.Keys.Contains(Key.Z);
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rightViaKeyboard = keyboard.Keys.Contains(Key.X);
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}
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if (mouse != null)
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{
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if (mouseDisabled.Value)
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{
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mouse.PressedButtons.Remove(MouseButton.Left);
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mouse.PressedButtons.Remove(MouseButton.Right);
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}
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if (leftViaKeyboard)
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mouse.PressedButtons.Add(MouseButton.Left);
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if (rightViaKeyboard)
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mouse.PressedButtons.Add(MouseButton.Right);
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}
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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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@ -167,6 +167,7 @@
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<Compile Include="Screens\Multiplayer\Match.cs" />
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<Compile Include="Screens\Multiplayer\MatchCreate.cs" />
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<Compile Include="Screens\Play\FailDialog.cs" />
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<Compile Include="Screens\Play\KeyConversionInputManager.cs" />
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<Compile Include="Screens\Play\PlayerInputManager.cs" />
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<Compile Include="Screens\Play\PlayerLoader.cs" />
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<Compile Include="Screens\Play\SkipButton.cs" />
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