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Actually bring back position-flipping logic and disable "closest" anchor
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@ -1,6 +1,10 @@
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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.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Screens.Play.HUD;
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namespace osu.Game.Rulesets.Mania.Skinning.Argon
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@ -8,5 +12,41 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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public partial class ArgonManiaComboCounter : ArgonComboCounter
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{
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protected override bool DisplayXSymbol => false;
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; } = null!;
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private IBindable<ScrollingDirection> direction = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// the logic of flipping the position of the combo counter w.r.t. the direction does not work with "Closest" anchor,
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// because it always forces the anchor to be top or bottom based on scrolling direction.
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UsesFixedAnchor = true;
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direction = scrollingInfo.Direction.GetBoundCopy();
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direction.BindValueChanged(_ => updateAnchor());
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// two schedules are required so that updateAnchor is executed in the next frame,
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// which is when the combo counter receives its Y position by the default layout in ArgonManiaSkinTransformer.
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Schedule(() => Schedule(updateAnchor));
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}
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private void updateAnchor()
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{
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// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
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if (!Anchor.HasFlag(Anchor.y1))
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{
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Anchor &= ~(Anchor.y0 | Anchor.y2);
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Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
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}
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// since we flip the vertical anchor when changing scroll direction,
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// we can use the sign of the Y value as an indicator to make the combo counter displayed correctly.
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if ((Y < 0 && direction.Value == ScrollingDirection.Down) || (Y > 0 && direction.Value == ScrollingDirection.Up))
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Y = -Y;
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}
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}
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}
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@ -2,7 +2,9 @@
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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.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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@ -22,6 +24,38 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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PopOutCountText.Colour = skin.GetManiaSkinConfig<Color4>(LegacyManiaSkinConfigurationLookups.ComboBreakColour)?.Value ?? Color4.Red;
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}
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[Resolved]
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private IScrollingInfo scrollingInfo { get; set; } = null!;
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private IBindable<ScrollingDirection> direction = null!;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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direction = scrollingInfo.Direction.GetBoundCopy();
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direction.BindValueChanged(_ => updateAnchor());
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// two schedules are required so that updateAnchor is executed in the next frame,
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// which is when the combo counter receives its Y position by the default layout in LegacyManiaSkinTransformer.
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Schedule(() => Schedule(updateAnchor));
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}
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private void updateAnchor()
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{
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// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
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if (!Anchor.HasFlag(Anchor.y1))
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{
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Anchor &= ~(Anchor.y0 | Anchor.y2);
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Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
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}
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// since we flip the vertical anchor when changing scroll direction,
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// we can use the sign of the Y value as an indicator to make the combo counter displayed correctly.
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if ((Y < 0 && direction.Value == ScrollingDirection.Down) || (Y > 0 && direction.Value == ScrollingDirection.Up))
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Y = -Y;
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}
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protected override void OnCountIncrement()
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{
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base.OnCountIncrement();
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