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Addressed code formatting issues
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92def3daf4
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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{
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private DrumTouchInputArea drumTouchInputArea = null!;
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private DrumTouchInputArea drumTouchInputArea = null!;
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private void createDrum(TaikoTouchControlScheme _forcedControlScheme)
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private void createDrum(TaikoTouchControlScheme forcedControlScheme)
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{
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{
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Child = new TaikoInputManager(new TaikoRuleset().RulesetInfo)
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Child = new TaikoInputManager(new TaikoRuleset().RulesetInfo)
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{
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{
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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{
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Anchor = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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ForceControlScheme = _forcedControlScheme
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ForceControlScheme = forcedControlScheme
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}
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}
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}
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}
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};
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};
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@ -25,6 +25,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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public partial class DrumTouchInputArea : VisibilityContainer
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public partial class DrumTouchInputArea : VisibilityContainer
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{
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{
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public TaikoTouchControlScheme? ForceControlScheme { get; set; }
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public TaikoTouchControlScheme? ForceControlScheme { get; set; }
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// visibility state affects our child. we always want to handle input.
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// visibility state affects our child. we always want to handle input.
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public override bool PropagatePositionalInputSubTree => true;
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public override bool PropagatePositionalInputSubTree => true;
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public override bool PropagateNonPositionalInputSubTree => true;
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public override bool PropagateNonPositionalInputSubTree => true;
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@ -62,10 +63,12 @@ namespace osu.Game.Rulesets.Taiko.UI
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var taikoAction = getTaikoActionFromDrumSegment(drumSegment);
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var taikoAction = getTaikoActionFromDrumSegment(drumSegment);
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return new DrumSegmentProperties(taikoAction, getColourFromTaikoAction(taikoAction));
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return new DrumSegmentProperties(taikoAction, getColourFromTaikoAction(taikoAction));
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config)
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private void load(TaikoInputManager taikoInputManager, TaikoRulesetConfigManager config)
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{
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{
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Debug.Assert(taikoInputManager.KeyBindingContainer != null);
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Debug.Assert(taikoInputManager.KeyBindingContainer != null);
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keyBindingContainer = taikoInputManager.KeyBindingContainer;
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keyBindingContainer = taikoInputManager.KeyBindingContainer;
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// Container should handle input everywhere.
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// Container should handle input everywhere.
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@ -187,14 +190,14 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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Show();
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Show();
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TaikoAction TaikoAction = getTaikoActionFromPosition(position);
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TaikoAction taikoAction = getTaikoActionFromPosition(position);
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// Not too sure how this can happen, but let's avoid throwing.
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// Not too sure how this can happen, but let's avoid throwing.
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if (trackedActions.ContainsKey(source))
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if (trackedActions.ContainsKey(source))
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return;
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return;
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trackedActions.Add(source, TaikoAction);
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trackedActions.Add(source, taikoAction);
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keyBindingContainer.TriggerPressed(TaikoAction);
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keyBindingContainer.TriggerPressed(taikoAction);
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}
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}
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private void handleUp(object source)
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private void handleUp(object source)
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@ -236,20 +239,25 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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{
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case TaikoAction.LeftRim:
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case TaikoAction.LeftRim:
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case TaikoAction.RightRim:
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case TaikoAction.RightRim:
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return colours.Blue;
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return colours.Blue;
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case TaikoAction.LeftCentre:
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case TaikoAction.LeftCentre:
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case TaikoAction.RightCentre:
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case TaikoAction.RightCentre:
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return colours.Red;
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return colours.Red;
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}
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}
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throw new ArgumentOutOfRangeException();
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throw new ArgumentOutOfRangeException();
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}
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}
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private partial class DrumSegment : CompositeDrawable, IKeyBindingHandler<TaikoAction>
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private partial class DrumSegment : CompositeDrawable, IKeyBindingHandler<TaikoAction>
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{
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{
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private TaikoAction handledAction;
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private TaikoAction handledAction;
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private Circle overlay;
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private readonly Circle overlay;
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private Circle circle;
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private readonly Circle circle;
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public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
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public override bool Contains(Vector2 screenSpacePos) => circle.Contains(screenSpacePos);
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