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Add InterpretationSection
and its bindable in IssueList
We'll eventually connect that bindable so that checks can access it.
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34
osu.Game/Screens/Edit/Verify/InterpretationSection.cs
Normal file
34
osu.Game/Screens/Edit/Verify/InterpretationSection.cs
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@ -0,0 +1,34 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Screens.Edit.Verify
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{
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internal class InterpretationSection : Section
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{
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public InterpretationSection(IssueList issueList)
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: base(issueList)
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{
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}
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protected override string Header => "Interpretation";
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[BackgroundDependencyLoader]
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private void load()
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{
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var dropdown = new SettingsEnumDropdown<DifficultyRating>
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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TooltipText = "Affects checks that depend on difficulty level"
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};
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dropdown.Current.BindTo(IssueList.InterpretedDifficulty);
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Flow.Add(dropdown);
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}
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}
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}
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@ -36,6 +36,8 @@ namespace osu.Game.Screens.Edit.Verify
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public Dictionary<IssueType, Bindable<bool>> ShowType { get; set; }
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public Bindable<DifficultyRating> InterpretedDifficulty { get; set; }
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private IBeatmapVerifier rulesetVerifier;
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private BeatmapVerifier generalVerifier;
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@ -53,6 +55,8 @@ namespace osu.Game.Screens.Edit.Verify
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generalVerifier = new BeatmapVerifier();
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rulesetVerifier = beatmap.BeatmapInfo.Ruleset?.CreateInstance()?.CreateBeatmapVerifier();
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InterpretedDifficulty = new Bindable<DifficultyRating>(beatmap.BeatmapInfo.DifficultyRating);
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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@ -17,6 +17,7 @@ namespace osu.Game.Screens.Edit.Verify
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protected override IReadOnlyList<Drawable> CreateSections() => new Drawable[]
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{
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new InterpretationSection(issueList),
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new VisibilitySection(issueList)
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};
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}
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