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Add menus to mark as rim and strong
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osu.Game.Rulesets.Taiko.Tests/TestSceneEditor.cs
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17
osu.Game.Rulesets.Taiko.Tests/TestSceneEditor.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public class TestSceneEditor : EditorTestScene
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{
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public TestSceneEditor()
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: base(new TaikoRuleset())
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{
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}
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}
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}
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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namespace osu.Game.Rulesets.Taiko.Objects
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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{
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public class Hit : TaikoHitObject
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public class Hit : TaikoHitObject
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{
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{
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public readonly Bindable<HitType> TypeBindable = new Bindable<HitType>();
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/// <summary>
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/// <summary>
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/// The <see cref="HitType"/> that actuates this <see cref="Hit"/>.
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/// The <see cref="HitType"/> that actuates this <see cref="Hit"/>.
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/// </summary>
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/// </summary>
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public HitType Type { get; set; }
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public HitType Type
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{
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get => TypeBindable.Value;
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set => TypeBindable.Value = value;
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}
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}
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}
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}
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}
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Threading;
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using System.Threading;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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@ -27,11 +28,17 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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/// </summary>
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public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
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public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
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public readonly Bindable<bool> IsStrongBindable = new BindableBool();
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/// <summary>
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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/// </summary>
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public virtual bool IsStrong { get; set; }
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public virtual bool IsStrong
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{
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get => IsStrongBindable.Value;
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set => IsStrongBindable.Value = value;
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}
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
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{
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{
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@ -1,12 +1,16 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Edit.Tools;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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@ -50,10 +54,76 @@ namespace osu.Game.Rulesets.Taiko
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{
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{
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}
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}
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protected override SelectionHandler CreateSelectionHandler() => new TaikoSelectionHandler();
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public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) =>
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public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) =>
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new TaikoSelectionBlueprint(hitObject);
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new TaikoSelectionBlueprint(hitObject);
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}
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}
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public class TaikoSelectionHandler : SelectionHandler
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{
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protected override IEnumerable<MenuItem> GetContextMenuItemsForSelection(IEnumerable<SelectionBlueprint> selection)
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{
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if (selection.All(s => s.HitObject is Hit))
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{
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var hits = selection.Select(s => s.HitObject).OfType<Hit>();
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yield return new TernaryStateMenuItem("Rim", action: state =>
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{
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foreach (var h in hits)
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{
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switch (state)
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{
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case TernaryState.True:
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h.Type = HitType.Rim;
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break;
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case TernaryState.False:
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h.Type = HitType.Centre;
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break;
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}
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}
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})
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{
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State = { Value = getTernaryState(hits, h => h.Type == HitType.Rim) }
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};
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}
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if (selection.All(s => s.HitObject is TaikoHitObject))
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{
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var hits = selection.Select(s => s.HitObject).OfType<TaikoHitObject>();
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yield return new TernaryStateMenuItem("Strong", action: state =>
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{
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foreach (var h in hits)
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{
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switch (state)
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{
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case TernaryState.True:
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h.IsStrong = true;
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break;
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case TernaryState.False:
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h.IsStrong = false;
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break;
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}
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}
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})
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{
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State = { Value = getTernaryState(hits, h => h.IsStrong) }
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};
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}
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}
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private TernaryState getTernaryState<T>(IEnumerable<T> selection, Func<T, bool> func)
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{
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if (selection.Any(func))
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return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
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return TernaryState.False;
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}
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}
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public class TaikoSelectionBlueprint : OverlaySelectionBlueprint
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public class TaikoSelectionBlueprint : OverlaySelectionBlueprint
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{
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{
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public TaikoSelectionBlueprint(DrawableHitObject hitObject)
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public TaikoSelectionBlueprint(DrawableHitObject hitObject)
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/// </summary>
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/// </summary>
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public class TernaryStateMenuItem : StatefulMenuItem<TernaryState>
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public class TernaryStateMenuItem : StatefulMenuItem<TernaryState>
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{
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{
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/// <summary>
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/// Creates a new <see cref="TernaryStateMenuItem"/>.
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="type">The type of action which this <see cref="TernaryStateMenuItem"/> performs.</param>
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public TernaryStateMenuItem(string text, MenuItemType type = MenuItemType.Standard)
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: this(text, type, null)
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{
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}
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/// <summary>
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/// <summary>
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/// Creates a new <see cref="TernaryStateMenuItem"/>.
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/// Creates a new <see cref="TernaryStateMenuItem"/>.
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/// </summary>
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/// </summary>
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/// <param name="text">The text to display.</param>
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/// <param name="text">The text to display.</param>
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/// <param name="type">The type of action which this <see cref="TernaryStateMenuItem"/> performs.</param>
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/// <param name="type">The type of action which this <see cref="TernaryStateMenuItem"/> performs.</param>
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/// <param name="action">A delegate to be invoked when this <see cref="TernaryStateMenuItem"/> is pressed.</param>
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/// <param name="action">A delegate to be invoked when this <see cref="TernaryStateMenuItem"/> is pressed.</param>
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public TernaryStateMenuItem(string text, MenuItemType type, Action<TernaryState> action)
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public TernaryStateMenuItem(string text, MenuItemType type = MenuItemType.Standard, Action<TernaryState> action = null)
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: this(text, getNextState, type, action)
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: this(text, getNextState, type, action)
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{
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{
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}
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}
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