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mirror of https://github.com/ppy/osu.git synced 2024-09-21 16:07:24 +08:00

Naming standardisation and enforcing.

This commit is contained in:
Dean Herbert 2017-02-07 16:15:45 +09:00
parent 50bd80cb0c
commit 6b011a50d2
No known key found for this signature in database
GPG Key ID: 46D71BF4958ABB49
28 changed files with 182 additions and 136 deletions

@ -1 +1 @@
Subproject commit 66af3bcb3cb6dc3e38f94553bd2c1bb81746eabc
Subproject commit e7a6cdbc568aaa3be371bfeae9cdb5f160f1477b

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@ -13,7 +13,7 @@ namespace osu.Desktop.VisualTests.Tests
public override string Name => @"Music Controller";
public override string Description => @"Tests music controller ui.";
protected MusicController mc;
private MusicController mc;
public TestCaseMusicController()
{

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@ -13,8 +13,8 @@ namespace osu.Game.Modes.Osu.Objects
private Vector2[] subdivisionBuffer1;
private Vector2[] subdivisionBuffer2;
private const float TOLERANCE = 0.25f;
private const float TOLERANCE_SQ = TOLERANCE * TOLERANCE;
private const float tolerance = 0.25f;
private const float tolerance_sq = tolerance * tolerance;
public BezierApproximator(List<Vector2> controlPoints)
{
@ -33,10 +33,10 @@ namespace osu.Game.Modes.Osu.Objects
/// </summary>
/// <param name="controlPoints">The control points to check for flatness.</param>
/// <returns>Whether the control points are flat enough.</returns>
private static bool IsFlatEnough(Vector2[] controlPoints)
private static bool isFlatEnough(Vector2[] controlPoints)
{
for (int i = 1; i < controlPoints.Length - 1; i++)
if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > TOLERANCE_SQ * 4)
if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > tolerance_sq * 4)
return false;
return true;
@ -50,7 +50,7 @@ namespace osu.Game.Modes.Osu.Objects
/// <param name="controlPoints">The control points to split.</param>
/// <param name="l">Output: The control points corresponding to the left half of the curve.</param>
/// <param name="r">Output: The control points corresponding to the right half of the curve.</param>
private void Subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
private void subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
{
Vector2[] midpoints = subdivisionBuffer1;
@ -73,12 +73,12 @@ namespace osu.Game.Modes.Osu.Objects
/// </summary>
/// <param name="controlPoints">The control points describing the bezier curve to be approximated.</param>
/// <param name="output">The points representing the resulting piecewise-linear approximation.</param>
private void Approximate(Vector2[] controlPoints, List<Vector2> output)
private void approximate(Vector2[] controlPoints, List<Vector2> output)
{
Vector2[] l = subdivisionBuffer2;
Vector2[] r = subdivisionBuffer1;
Subdivide(controlPoints, l, r);
subdivide(controlPoints, l, r);
for (int i = 0; i < count - 1; ++i)
l[count + i] = r[i + 1];
@ -119,13 +119,13 @@ namespace osu.Game.Modes.Osu.Objects
while (toFlatten.Count > 0)
{
Vector2[] parent = toFlatten.Pop();
if (IsFlatEnough(parent))
if (isFlatEnough(parent))
{
// If the control points we currently operate on are sufficiently "flat", we use
// an extension to De Casteljau's algorithm to obtain a piecewise-linear approximation
// of the bezier curve represented by our control points, consisting of the same amount
// of points as there are control points.
Approximate(parent, output);
approximate(parent, output);
freeBuffers.Push(parent);
continue;
}
@ -133,7 +133,7 @@ namespace osu.Game.Modes.Osu.Objects
// If we do not yet have a sufficiently "flat" (in other words, detailed) approximation we keep
// subdividing the curve we are currently operating on.
Vector2[] rightChild = freeBuffers.Count > 0 ? freeBuffers.Pop() : new Vector2[count];
Subdivide(parent, leftChild, rightChild);
subdivide(parent, leftChild, rightChild);
// We re-use the buffer of the parent for one of the children, so that we save one allocation per iteration.
for (int i = 0; i < count; ++i)

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@ -10,19 +10,19 @@ namespace osu.Game.Modes.Osu.Objects
{
public class CircularArcApproximator
{
private Vector2 A;
private Vector2 B;
private Vector2 C;
private Vector2 a;
private Vector2 b;
private Vector2 c;
private int amountPoints;
private const float TOLERANCE = 0.1f;
private const float tolerance = 0.1f;
public CircularArcApproximator(Vector2 A, Vector2 B, Vector2 C)
public CircularArcApproximator(Vector2 a, Vector2 b, Vector2 c)
{
this.A = A;
this.B = B;
this.C = C;
this.a = a;
this.b = b;
this.c = c;
}
/// <summary>
@ -31,9 +31,9 @@ namespace osu.Game.Modes.Osu.Objects
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
public List<Vector2> CreateArc()
{
float aSq = (B - C).LengthSquared;
float bSq = (A - C).LengthSquared;
float cSq = (A - B).LengthSquared;
float aSq = (b - c).LengthSquared;
float bSq = (a - c).LengthSquared;
float cSq = (a - b).LengthSquared;
// If we have a degenerate triangle where a side-length is almost zero, then give up and fall
// back to a more numerically stable method.
@ -51,9 +51,9 @@ namespace osu.Game.Modes.Osu.Objects
if (Precision.AlmostEquals(sum, 0))
return new List<Vector2>();
Vector2 centre = (s * A + t * B + u * C) / sum;
Vector2 dA = A - centre;
Vector2 dC = C - centre;
Vector2 centre = (s * a + t * b + u * c) / sum;
Vector2 dA = a - centre;
Vector2 dC = c - centre;
float r = dA.Length;
@ -68,9 +68,9 @@ namespace osu.Game.Modes.Osu.Objects
// Decide in which direction to draw the circle, depending on which side of
// AC B lies.
Vector2 orthoAC = C - A;
orthoAC = new Vector2(orthoAC.Y, -orthoAC.X);
if (Vector2.Dot(orthoAC, B - A) < 0)
Vector2 orthoAtoC = c - a;
orthoAtoC = new Vector2(orthoAtoC.Y, -orthoAtoC.X);
if (Vector2.Dot(orthoAtoC, b - a) < 0)
{
dir = -dir;
thetaRange = 2 * Math.PI - thetaRange;
@ -79,12 +79,12 @@ namespace osu.Game.Modes.Osu.Objects
// We select the amount of points for the approximation by requiring the discrete curvature
// to be smaller than the provided tolerance. The exact angle required to meet the tolerance
// is: 2 * Math.Acos(1 - TOLERANCE / r)
if (2 * r <= TOLERANCE)
if (2 * r <= tolerance)
// This special case is required for extremely short sliders where the radius is smaller than
// the tolerance. This is a pathological rather than a realistic case.
amountPoints = 2;
else
amountPoints = Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - TOLERANCE / r))));
amountPoints = Math.Max(2, (int)Math.Ceiling(thetaRange / (2 * Math.Acos(1 - tolerance / r))));
List<Vector2> output = new List<Vector2>(amountPoints);

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@ -179,14 +179,14 @@ namespace osu.Game.Beatmaps.Formats
return; // TODO
string[] split = val.Split(',');
EventType type;
int _type;
if (!int.TryParse(split[0], out _type))
int intType;
if (!int.TryParse(split[0], out intType))
{
if (!Enum.TryParse(split[0], out type))
throw new InvalidDataException($@"Unknown event type {split[0]}");
}
else
type = (EventType)_type;
type = (EventType)intType;
// TODO: Parse and store the rest of the event
if (type == EventType.Background)
beatmap.BeatmapInfo.Metadata.BackgroundFile = split[2].Trim('"');
@ -200,7 +200,7 @@ namespace osu.Game.Beatmaps.Formats
if (split.Length > 2)
{
int kiai_flags = split.Length > 7 ? Convert.ToInt32(split[7], NumberFormatInfo.InvariantInfo) : 0;
int kiaiFlags = split.Length > 7 ? Convert.ToInt32(split[7], NumberFormatInfo.InvariantInfo) : 0;
double beatLength = double.Parse(split[1].Trim(), NumberFormatInfo.InvariantInfo);
cp = new ControlPoint
{

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@ -18,7 +18,7 @@ namespace osu.Game.Beatmaps
public readonly BeatmapSetInfo BeatmapSetInfo;
private readonly BeatmapDatabase database;
private ArchiveReader GetReader() => database?.GetReader(BeatmapSetInfo);
private ArchiveReader getReader() => database?.GetReader(BeatmapSetInfo);
private Texture background;
private object backgroundLock = new object();
@ -34,7 +34,7 @@ namespace osu.Game.Beatmaps
try
{
using (var reader = GetReader())
using (var reader = getReader())
background = new TextureStore(new RawTextureLoaderStore(reader), false).Get(BeatmapInfo.Metadata.BackgroundFile);
}
catch { }
@ -57,7 +57,7 @@ namespace osu.Game.Beatmaps
try
{
using (var reader = GetReader())
using (var reader = getReader())
using (var stream = new StreamReader(reader.GetStream(BeatmapInfo.Path)))
beatmap = BeatmapDecoder.GetDecoder(stream)?.Decode(stream);
}
@ -83,7 +83,7 @@ namespace osu.Game.Beatmaps
try
{
//store a reference to the reader as we may continue accessing the stream in the background.
trackReader = GetReader();
trackReader = getReader();
var trackData = trackReader?.GetStream(BeatmapInfo.Metadata.AudioFile);
if (trackData != null)
track = new AudioTrackBass(trackData);

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@ -34,9 +34,9 @@ namespace osu.Game.Graphics.Cursor
private float time;
private TrailDrawNodeSharedData trailDrawNodeSharedData = new TrailDrawNodeSharedData();
private const int MAX_SPRITES = 2048;
private const int max_sprites = 2048;
private TrailPart[] parts = new TrailPart[MAX_SPRITES];
private TrailPart[] parts = new TrailPart[max_sprites];
private Vector2? lastPosition;
@ -62,7 +62,7 @@ namespace osu.Game.Graphics.Cursor
{
RelativeSizeAxes = Axes.Both;
for (int i = 0; i < MAX_SPRITES; i++)
for (int i = 0; i < max_sprites; i++)
{
parts[i].InvalidationID = 0;
parts[i].WasUpdated = true;
@ -87,10 +87,10 @@ namespace osu.Game.Graphics.Cursor
time = (float)(Time.Current - timeOffset) / 500f;
if (time > fadeClockResetThreshold)
ResetTime();
resetTime();
}
private void ResetTime()
private void resetTime()
{
for (int i = 0; i < parts.Length; ++i)
{
@ -134,7 +134,7 @@ namespace osu.Game.Graphics.Cursor
parts[currentIndex].Time = time;
++parts[currentIndex].InvalidationID;
currentIndex = (currentIndex + 1) % MAX_SPRITES;
currentIndex = (currentIndex + 1) % max_sprites;
}
struct TrailPart
@ -158,12 +158,12 @@ namespace osu.Game.Graphics.Cursor
public float Time;
public TrailDrawNodeSharedData Shared;
public TrailPart[] Parts = new TrailPart[MAX_SPRITES];
public TrailPart[] Parts = new TrailPart[max_sprites];
public Vector2 Size;
public TrailDrawNode()
{
for (int i = 0; i < MAX_SPRITES; i++)
for (int i = 0; i < max_sprites; i++)
{
Parts[i].InvalidationID = 0;
Parts[i].WasUpdated = false;
@ -173,7 +173,7 @@ namespace osu.Game.Graphics.Cursor
public override void Draw(Action<TexturedVertex2D> vertexAction)
{
if (Shared.VertexBuffer == null)
Shared.VertexBuffer = new QuadVertexBuffer<TexturedVertex2D>(MAX_SPRITES, BufferUsageHint.DynamicDraw);
Shared.VertexBuffer = new QuadVertexBuffer<TexturedVertex2D>(max_sprites, BufferUsageHint.DynamicDraw);
Shader.GetUniform<float>("g_FadeClock").Value = Time;

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@ -60,7 +60,7 @@ namespace osu.Game.Graphics.UserInterface
}
}
protected T count;
private T count;
/// <summary>
/// Actual value of counter.
@ -88,7 +88,7 @@ namespace osu.Game.Graphics.UserInterface
public abstract void Increment(T amount);
protected float textSize;
private float textSize;
public float TextSize
{

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@ -56,7 +56,7 @@ namespace osu.Game.Modes.UI
}
}
protected ulong count;
private ulong count;
/// <summary>
/// Actual value of counter.

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@ -20,8 +20,8 @@ namespace osu.Game.Online.API
private OAuth authentication;
public string Endpoint = @"https://new.ppy.sh";
const string ClientId = @"5";
const string ClientSecret = @"FGc9GAtyHzeQDshWP5Ah7dega8hJACAJpQtw6OXk";
const string client_id = @"5";
const string client_secret = @"FGc9GAtyHzeQDshWP5Ah7dega8hJACAJpQtw6OXk";
ConcurrentQueue<APIRequest> queue = new ConcurrentQueue<APIRequest>();
@ -57,7 +57,7 @@ namespace osu.Game.Online.API
public APIAccess()
{
authentication = new OAuth(ClientId, ClientSecret, Endpoint);
authentication = new OAuth(client_id, client_secret, Endpoint);
log = Logger.GetLogger(LoggingTarget.Network);
thread = new Thread(run) { IsBackground = true };
@ -125,7 +125,7 @@ namespace osu.Game.Online.API
//todo: this fails even on network-related issues. we should probably handle those differently.
//NotificationManager.ShowMessage("Login failed!");
log.Add(@"Login failed!");
ClearCredentials();
clearCredentials();
continue;
}
@ -168,7 +168,7 @@ namespace osu.Game.Online.API
}
}
private void ClearCredentials()
private void clearCredentials()
{
Username = null;
Password = null;
@ -295,7 +295,7 @@ namespace osu.Game.Online.API
public void Logout()
{
ClearCredentials();
clearCredentials();
authentication.Clear();
State = APIState.Offline;
}

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@ -15,8 +15,8 @@ namespace osu.Game.Overlays.Options
{
public abstract class OptionsSection : Container
{
protected FlowContainer content;
protected override Container<Drawable> Content => content;
protected FlowContainer FlowContent;
protected override Container<Drawable> Content => FlowContent;
public abstract FontAwesome Icon { get; }
public abstract string Header { get; }
@ -28,22 +28,23 @@ namespace osu.Game.Overlays.Options
Margin = new MarginPadding { Top = 20 };
AutoSizeAxes = Axes.Y;
RelativeSizeAxes = Axes.X;
const int headerSize = 26, headerMargin = 25;
const int borderSize = 2;
const int header_size = 26;
const int header_margin = 25;
const int border_size = 2;
AddInternal(new Drawable[]
{
new Box
{
Colour = new Color4(0, 0, 0, 255),
RelativeSizeAxes = Axes.X,
Height = borderSize,
Height = border_size,
},
new Container
{
Padding = new MarginPadding
{
Top = 20 + borderSize,
Top = 20 + border_size,
Left = OptionsOverlay.CONTENT_MARGINS,
Right = OptionsOverlay.CONTENT_MARGINS,
Bottom = 10,
@ -54,12 +55,12 @@ namespace osu.Game.Overlays.Options
{
headerLabel = new OsuSpriteText
{
TextSize = headerSize,
TextSize = header_size,
Text = Header,
},
content = new FlowContainer
FlowContent = new FlowContainer
{
Margin = new MarginPadding { Top = headerSize + headerMargin },
Margin = new MarginPadding { Top = header_size + header_margin },
Direction = FlowDirection.VerticalOnly,
Spacing = new Vector2(0, 30),
AutoSizeAxes = Axes.Y,

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@ -18,7 +18,7 @@ namespace osu.Game.Overlays.Options.Sections
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
content.Spacing = new Vector2(0, 5);
FlowContent.Spacing = new Vector2(0, 5);
Children = new Drawable[]
{
new OsuCheckbox

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@ -15,7 +15,7 @@ namespace osu.Game.Overlays.Options.Sections
public MaintenanceSection()
{
content.Spacing = new Vector2(0, 5);
FlowContent.Spacing = new Vector2(0, 5);
Children = new Drawable[]
{
new OsuButton

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@ -19,7 +19,7 @@ namespace osu.Game.Overlays.Options.Sections
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
content.Spacing = new Vector2(0, 5);
FlowContent.Spacing = new Vector2(0, 5);
Children = new Drawable[]
{
new OptionLabel { Text = "TODO: Skin preview textures" },

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@ -17,7 +17,8 @@ namespace osu.Game.Overlays.Options
public class Sidebar : Container
{
private FlowContainer content;
internal const int default_width = 60, expanded_width = 200;
internal const int DEFAULT_WIDTH = 60;
internal const int EXPANDED_WIDTH = 200;
protected override Container<Drawable> Content => content;
public Sidebar()
@ -54,7 +55,7 @@ namespace osu.Game.Overlays.Options
expandEvent = Scheduler.AddDelayed(() =>
{
expandEvent = null;
ResizeTo(new Vector2(expanded_width, Height), 150, EasingTypes.OutQuad);
ResizeTo(new Vector2(EXPANDED_WIDTH, Height), 150, EasingTypes.OutQuad);
}, 750);
return true;
}
@ -62,7 +63,7 @@ namespace osu.Game.Overlays.Options
protected override void OnHoverLost(InputState state)
{
expandEvent?.Cancel();
ResizeTo(new Vector2(default_width, Height), 150, EasingTypes.OutQuad);
ResizeTo(new Vector2(DEFAULT_WIDTH, Height), 150, EasingTypes.OutQuad);
base.OnHoverLost(state);
}

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@ -20,7 +20,7 @@ namespace osu.Game.Overlays.Options
private SpriteText headerText;
private Box backgroundBox;
private Box selectionIndicator;
public Container text;
private Container text;
public Action Action;
private OptionsSection section;
@ -60,7 +60,7 @@ namespace osu.Game.Overlays.Options
public SidebarButton()
{
Height = Sidebar.default_width;
Height = Sidebar.DEFAULT_WIDTH;
RelativeSizeAxes = Axes.X;
Children = new Drawable[]
{
@ -73,13 +73,13 @@ namespace osu.Game.Overlays.Options
},
text = new Container
{
Width = Sidebar.default_width,
Width = Sidebar.DEFAULT_WIDTH,
RelativeSizeAxes = Axes.Y,
Children = new[]
{
headerText = new OsuSpriteText
{
Position = new Vector2(Sidebar.default_width + 10, 0),
Position = new Vector2(Sidebar.DEFAULT_WIDTH + 10, 0),
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
},

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@ -29,7 +29,7 @@ namespace osu.Game.Overlays
public const float TRANSITION_LENGTH = 600;
public const float SIDEBAR_WIDTH = Sidebar.default_width;
public const float SIDEBAR_WIDTH = Sidebar.DEFAULT_WIDTH;
private const float width = 400;

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@ -16,10 +16,10 @@ namespace osu.Game.Overlays.Pause
{
public class PauseButton : ClickableContainer
{
private const float hoverWidth = 0.9f;
private const float hoverDuration = 500;
private const float glowFadeDuration = 250;
private const float clickDuration = 200;
private const float hover_width = 0.9f;
private const float hover_duration = 500;
private const float glow_fade_duration = 250;
private const float click_duration = 200;
private Color4 backgroundColour = OsuColour.Gray(34);
@ -67,12 +67,12 @@ namespace osu.Game.Overlays.Pause
protected override bool OnClick(Framework.Input.InputState state)
{
didClick = true;
colourContainer.ResizeTo(new Vector2(1.5f, 1f), clickDuration, EasingTypes.In);
colourContainer.ResizeTo(new Vector2(1.5f, 1f), click_duration, EasingTypes.In);
flash();
SampleClick?.Play();
Action?.Invoke();
Delay(clickDuration);
Delay(click_duration);
Schedule(delegate {
colourContainer.ResizeTo(new Vector2(0.8f, 1f), 0, EasingTypes.None);
spriteText.Spacing = Vector2.Zero;
@ -84,9 +84,9 @@ namespace osu.Game.Overlays.Pause
protected override bool OnHover(Framework.Input.InputState state)
{
colourContainer.ResizeTo(new Vector2(hoverWidth, 1f), hoverDuration, EasingTypes.OutElastic);
spriteText.TransformSpacingTo(new Vector2(3f, 0f), hoverDuration, EasingTypes.OutElastic);
glowContainer.FadeIn(glowFadeDuration, EasingTypes.Out);
colourContainer.ResizeTo(new Vector2(hover_width, 1f), hover_duration, EasingTypes.OutElastic);
spriteText.TransformSpacingTo(new Vector2(3f, 0f), hover_duration, EasingTypes.OutElastic);
glowContainer.FadeIn(glow_fade_duration, EasingTypes.Out);
SampleHover?.Play();
return true;
}
@ -95,9 +95,9 @@ namespace osu.Game.Overlays.Pause
{
if (!didClick)
{
colourContainer.ResizeTo(new Vector2(0.8f, 1f), hoverDuration, EasingTypes.OutElastic);
spriteText.TransformSpacingTo(Vector2.Zero, hoverDuration, EasingTypes.OutElastic);
glowContainer.FadeOut(glowFadeDuration, EasingTypes.Out);
colourContainer.ResizeTo(new Vector2(0.8f, 1f), hover_duration, EasingTypes.OutElastic);
spriteText.TransformSpacingTo(Vector2.Zero, hover_duration, EasingTypes.OutElastic);
glowContainer.FadeOut(glow_fade_duration, EasingTypes.Out);
}
didClick = false;
@ -115,7 +115,7 @@ namespace osu.Game.Overlays.Pause
flash.Colour = ButtonColour;
flash.BlendingMode = BlendingMode.Additive;
flash.Alpha = 0.3f;
flash.FadeOutFromOne(clickDuration);
flash.FadeOutFromOne(click_duration);
flash.Expire();
}

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@ -23,7 +23,7 @@ namespace osu.Game.Overlays.Toolbar
{
class ToolbarOverlayToggleButton : ToolbarButton
{
private Box StateBackground;
private Box stateBackground;
private OverlayContainer stateContainer;
@ -39,7 +39,7 @@ namespace osu.Game.Overlays.Toolbar
public ToolbarOverlayToggleButton()
{
Add(StateBackground = new Box
Add(stateBackground = new Box
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.Gray(150).Opacity(180),
@ -61,10 +61,10 @@ namespace osu.Game.Overlays.Toolbar
switch (state)
{
case Visibility.Hidden:
StateBackground.FadeOut(200);
stateBackground.FadeOut(200);
break;
case Visibility.Visible:
StateBackground.FadeIn(200);
stateBackground.FadeIn(200);
break;
}
}

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@ -55,7 +55,7 @@ namespace osu.Game.Screens.Menu
AutoSizeAxes = Axes.Both;
Alpha = 0;
Vector2 boxSize = new Vector2(ButtonSystem.button_width + Math.Abs(extraWidth), ButtonSystem.button_area_height);
Vector2 boxSize = new Vector2(ButtonSystem.BUTTON_WIDTH + Math.Abs(extraWidth), ButtonSystem.BUTTON_AREA_HEIGHT);
Children = new Drawable[]
{
@ -75,7 +75,7 @@ namespace osu.Game.Screens.Menu
Colour = colour,
Scale = new Vector2(0, 1),
Size = boxSize,
Shear = new Vector2(ButtonSystem.wedge_width / boxSize.Y, 0),
Shear = new Vector2(ButtonSystem.WEDGE_WIDTH / boxSize.Y, 0),
Children = new Drawable[]
{
new Box

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@ -36,9 +36,9 @@ namespace osu.Game.Screens.Menu
private FlowContainerWithOrigin buttonFlow;
//todo: make these non-internal somehow.
internal const float button_area_height = 100;
internal const float button_width = 140f;
internal const float wedge_width = 20;
internal const float BUTTON_AREA_HEIGHT = 100;
internal const float BUTTON_WIDTH = 140f;
internal const float WEDGE_WIDTH = 20;
public const int EXIT_DELAY = 3000;
@ -64,7 +64,7 @@ namespace osu.Game.Screens.Menu
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Size = new Vector2(1, button_area_height),
Size = new Vector2(1, BUTTON_AREA_HEIGHT),
Alpha = 0,
Children = new Drawable[]
{
@ -81,14 +81,14 @@ namespace osu.Game.Screens.Menu
Direction = FlowDirection.HorizontalOnly,
Anchor = Anchor.Centre,
AutoSizeAxes = Axes.Both,
Spacing = new Vector2(-wedge_width, 0),
Spacing = new Vector2(-WEDGE_WIDTH, 0),
Children = new[]
{
settingsButton = new Button(@"settings", @"options", FontAwesome.fa_gear, new Color4(85, 85, 85, 255), () => OnSettings?.Invoke(), -wedge_width, Key.O),
backButton = new Button(@"back", @"back", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), onBack, -wedge_width, Key.Escape),
settingsButton = new Button(@"settings", @"options", FontAwesome.fa_gear, new Color4(85, 85, 85, 255), () => OnSettings?.Invoke(), -WEDGE_WIDTH, Key.O),
backButton = new Button(@"back", @"back", FontAwesome.fa_osu_left_o, new Color4(51, 58, 94, 255), onBack, -WEDGE_WIDTH, Key.Escape),
iconFacade = new Container //need a container to make the osu! icon flow properly.
{
Size = new Vector2(0, button_area_height)
Size = new Vector2(0, BUTTON_AREA_HEIGHT)
}
},
CentreTarget = iconFacade
@ -103,11 +103,11 @@ namespace osu.Game.Screens.Menu
}
};
buttonsPlay.Add(new Button(@"solo", @"freeplay", FontAwesome.fa_user, new Color4(102, 68, 204, 255), () => OnSolo?.Invoke(), wedge_width, Key.P));
buttonsPlay.Add(new Button(@"solo", @"freeplay", FontAwesome.fa_user, new Color4(102, 68, 204, 255), () => OnSolo?.Invoke(), WEDGE_WIDTH, Key.P));
buttonsPlay.Add(new Button(@"multi", @"multiplayer", FontAwesome.fa_users, new Color4(94, 63, 186, 255), () => OnMulti?.Invoke(), 0, Key.M));
buttonsPlay.Add(new Button(@"chart", @"charts", FontAwesome.fa_osu_charts, new Color4(80, 53, 160, 255), () => OnChart?.Invoke()));
buttonsTopLevel.Add(new Button(@"play", @"play", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), onPlay, wedge_width, Key.P));
buttonsTopLevel.Add(new Button(@"play", @"play", FontAwesome.fa_osu_logo, new Color4(102, 68, 204, 255), onPlay, WEDGE_WIDTH, Key.P));
buttonsTopLevel.Add(new Button(@"osu!editor", @"edit", FontAwesome.fa_osu_edit_o, new Color4(238, 170, 0, 255), () => OnEdit?.Invoke(), 0, Key.E));
buttonsTopLevel.Add(new Button(@"osu!direct", @"direct", FontAwesome.fa_osu_chevron_down_o, new Color4(165, 204, 0, 255), () => OnDirect?.Invoke(), 0, Key.D));
buttonsTopLevel.Add(new Button(@"exit", @"exit", FontAwesome.fa_osu_cross_o, new Color4(238, 51, 153, 255), onExit, 0, Key.Q));
@ -127,7 +127,7 @@ namespace osu.Game.Screens.Menu
base.LoadComplete();
// osuLogo.SizeForFlow relies on loading to be complete.
buttonFlow.Position = new Vector2(wedge_width * 2 - (button_width + osuLogo.SizeForFlow / 4), 0);
buttonFlow.Position = new Vector2(WEDGE_WIDTH * 2 - (BUTTON_WIDTH + osuLogo.SizeForFlow / 4), 0);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)

View File

@ -18,7 +18,7 @@ namespace osu.Game.Screens.Play
{
protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
private static readonly Vector2 background_blur = new Vector2(20);
public FailDialog()
{
@ -34,7 +34,7 @@ namespace osu.Game.Screens.Play
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
Background.Schedule(() => (Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000));
Background.Schedule(() => (Background as BackgroundModeBeatmap)?.BlurTo(background_blur, 1000));
}
protected override bool OnExiting(GameMode next)

View File

@ -18,14 +18,14 @@ namespace osu.Game.Screens.Ranking
{
protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
private static readonly Vector2 background_blur = new Vector2(20);
ScoreDisplay scoreDisplay;
protected override void OnEntering(GameMode last)
{
base.OnEntering(last);
Background.Schedule(() => (Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000));
Background.Schedule(() => (Background as BackgroundModeBeatmap)?.BlurTo(background_blur, 1000));
}
protected override bool OnExiting(GameMode next)

View File

@ -30,13 +30,13 @@ namespace osu.Game.Screens.Select
public BeatmapPanel SelectedPanel { get; private set; }
private List<float> yPositions = new List<float>();
private CarouselLifetimeList<Panel> Lifetime;
private CarouselLifetimeList<Panel> lifetime;
public CarouselContainer()
{
DistanceDecayJump = 0.01;
Add(scrollableContent = new Container<Panel>(Lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
Add(scrollableContent = new Container<Panel>(lifetime = new CarouselLifetimeList<Panel>(DepthComparer))
{
RelativeSizeAxes = Axes.X,
});
@ -187,9 +187,9 @@ namespace osu.Game.Screens.Select
private static float offsetX(float dist, float halfHeight)
{
// The radius of the circle the carousel moves on.
const float CIRCLE_RADIUS = 3;
double discriminant = Math.Max(0, CIRCLE_RADIUS * CIRCLE_RADIUS - dist * dist);
float x = (CIRCLE_RADIUS - (float)Math.Sqrt(discriminant)) * halfHeight;
const float circle_radius = 3;
double discriminant = Math.Max(0, circle_radius * circle_radius - dist * dist);
float x = (circle_radius - (float)Math.Sqrt(discriminant)) * halfHeight;
return 125 + x;
}
@ -226,7 +226,7 @@ namespace osu.Game.Screens.Select
float drawHeight = DrawHeight;
float halfHeight = drawHeight / 2;
foreach (Panel p in Lifetime.AliveItems)
foreach (Panel p in lifetime.AliveItems)
{
float panelPosY = p.Position.Y;
p.IsOnScreen = panelPosY >= Current - p.DrawHeight && panelPosY <= Current + drawHeight;
@ -240,12 +240,12 @@ namespace osu.Game.Screens.Select
int lastIndex = yPositions.BinarySearch(Current + drawHeight);
if (lastIndex < 0) lastIndex = ~lastIndex;
Lifetime.StartIndex = firstIndex;
Lifetime.EndIndex = lastIndex;
lifetime.StartIndex = firstIndex;
lifetime.EndIndex = lastIndex;
for (int i = firstIndex; i < lastIndex; ++i)
{
Panel p = Lifetime[i];
Panel p = lifetime[i];
if (p.State != PanelSelectedState.Hidden)
p.IsOnScreen = true; //we don't want to update the on-screen state of hidden pannels as they have incorrect (stacked) y values.
updatePanel(p, halfHeight);

View File

@ -81,13 +81,13 @@ namespace osu.Game.Screens.Select
set { text.Text = value; }
}
private void FadeActive()
private void fadeActive()
{
box.FadeIn(300);
text.FadeColour(Color4.White, 300);
}
private void FadeInactive()
private void fadeInactive()
{
box.FadeOut(300);
text.FadeColour(fadeColour, 300);
@ -101,9 +101,9 @@ namespace osu.Game.Screens.Select
{
active = value;
if (active)
FadeActive();
fadeActive();
else
FadeInactive();
fadeInactive();
}
}
@ -114,14 +114,14 @@ namespace osu.Game.Screens.Select
protected override bool OnHover(InputState state)
{
if (!active)
FadeActive();
fadeActive();
return true;
}
protected override void OnHoverLost(InputState state)
{
if (!active)
FadeInactive();
fadeInactive();
}
public TabItem()

View File

@ -54,10 +54,10 @@ namespace osu.Game.Screens.Select
public Footer()
{
const float bottomToolHeight = 50;
const float bottom_tool_height = 50;
RelativeSizeAxes = Axes.X;
Height = bottomToolHeight;
Height = bottom_tool_height;
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
Children = new Drawable[]

View File

@ -48,7 +48,7 @@ namespace osu.Game.Screens.Select
private static readonly Vector2 wedged_container_start_position = new Vector2(0, 50);
private BeatmapInfoWedge beatmapInfoWedge;
private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
private static readonly Vector2 background_blur = new Vector2(20);
private CancellationTokenSource initialAddSetsTask;
private AudioSample sampleChangeDifficulty;
@ -116,8 +116,8 @@ namespace osu.Game.Screens.Select
private void load(BeatmapDatabase beatmaps, AudioManager audio, BaseGame game,
OsuGame osuGame, OsuColour colours)
{
const float carouselWidth = 640;
const float bottomToolHeight = 50;
const float carousel_width = 640;
const float bottom_tool_height = 50;
beatmapGroups = new List<BeatmapGroup>();
Children = new Drawable[]
{
@ -130,14 +130,14 @@ namespace osu.Game.Screens.Select
new WedgeBackground
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Right = carouselWidth * 0.76f },
Padding = new MarginPadding { Right = carousel_width * 0.76f },
},
}
},
carousel = new CarouselContainer
{
RelativeSizeAxes = Axes.Y,
Size = new Vector2(carouselWidth, 1),
Size = new Vector2(carousel_width, 1),
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
},
@ -299,7 +299,7 @@ namespace osu.Game.Screens.Select
if (backgroundModeBeatmap != null)
{
backgroundModeBeatmap.Beatmap = beatmap;
backgroundModeBeatmap.BlurTo(BACKGROUND_BLUR, 1000);
backgroundModeBeatmap.BlurTo(background_blur, 1000);
}
if (beatmap != null)

View File

@ -1,12 +1,30 @@
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=CompareOfFloatsByEqualityOperator/@EntryIndexedValue">HINT</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=InconsistentNaming/@EntryIndexedValue">ERROR</s:String>
<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=InvertIf/@EntryIndexedValue">HINT</s:String>
<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=MemberCanBeMadeStatic_002ELocal/@EntryIndexedValue">DO_NOT_SHOW</s:String>
<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=MemberCanBePrivate_002EGlobal/@EntryIndexedValue">HINT</s:String>
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<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=UnusedMember_002EGlobal/@EntryIndexedValue">HINT</s:String>
<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=UnusedMethodReturnValue_002ELocal/@EntryIndexedValue">SUGGESTION</s:String>
<s:String x:Key="/Default/CodeInspection/Highlighting/InspectionSeverities/=UnusedParameter_002EGlobal/@EntryIndexedValue">HINT</s:String>
<s:String x:Key="/Default/CodeStyle/CodeCleanup/Profiles/=Code_0020Cleanup_0020_0028peppy_0029/@EntryIndexedValue">&lt;?xml version="1.0" encoding="utf-16"?&gt;&lt;Profile name="Code Cleanup (peppy)"&gt;&lt;CSArrangeThisQualifier&gt;True&lt;/CSArrangeThisQualifier&gt;&lt;CSUseVar&gt;&lt;BehavourStyle&gt;CAN_CHANGE_TO_EXPLICIT&lt;/BehavourStyle&gt;&lt;LocalVariableStyle&gt;ALWAYS_EXPLICIT&lt;/LocalVariableStyle&gt;&lt;ForeachVariableStyle&gt;ALWAYS_EXPLICIT&lt;/ForeachVariableStyle&gt;&lt;/CSUseVar&gt;&lt;CSOptimizeUsings&gt;&lt;OptimizeUsings&gt;True&lt;/OptimizeUsings&gt;&lt;EmbraceInRegion&gt;False&lt;/EmbraceInRegion&gt;&lt;RegionName&gt;&lt;/RegionName&gt;&lt;/CSOptimizeUsings&gt;&lt;CSShortenReferences&gt;True&lt;/CSShortenReferences&gt;&lt;CSReformatCode&gt;True&lt;/CSReformatCode&gt;&lt;CSUpdateFileHeader&gt;True&lt;/CSUpdateFileHeader&gt;&lt;CSCodeStyleAttributes ArrangeTypeAccessModifier="False" ArrangeTypeMemberAccessModifier="False" SortModifiers="True" RemoveRedundantParentheses="True" AddMissingParentheses="False" ArrangeBraces="False" ArrangeAttributes="False" ArrangeArgumentsStyle="False" /&gt;&lt;XAMLCollapseEmptyTags&gt;False&lt;/XAMLCollapseEmptyTags&gt;&lt;CSFixBuiltinTypeReferences&gt;True&lt;/CSFixBuiltinTypeReferences&gt;&lt;CSArrangeQualifiers&gt;True&lt;/CSArrangeQualifiers&gt;&lt;/Profile&gt;</s:String>
<s:String x:Key="/Default/CodeStyle/CodeCleanup/RecentlyUsedProfile/@EntryValue">Code Cleanup (peppy)</s:String>
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/ALIGN_LINQ_QUERY/@EntryValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/ALIGN_MULTILINE_CALLS_CHAIN/@EntryValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/ALIGN_MULTILINE_EXTENDS_LIST/@EntryValue">True</s:Boolean>
@ -17,6 +35,7 @@
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/ALIGN_MULTLINE_TYPE_PARAMETER_LIST/@EntryValue">True</s:Boolean>
<s:String x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/ANONYMOUS_METHOD_DECLARATION_BRACES/@EntryValue">NEXT_LINE</s:String>
<s:String x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/INITIALIZER_BRACES/@EntryValue">NEXT_LINE</s:String>
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/LINE_FEED_AT_FILE_END/@EntryValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/PLACE_CONSTRUCTOR_INITIALIZER_ON_SAME_LINE/@EntryValue">False</s:Boolean>
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/SPACE_AFTER_TYPECAST_PARENTHESES/@EntryValue">False</s:Boolean>
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/SPACE_AROUND_MULTIPLICATIVE_OP/@EntryValue">True</s:Boolean>
@ -29,6 +48,23 @@
<s:Boolean x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/WRAP_BEFORE_BINARY_OPSIGN/@EntryValue">True</s:Boolean>
<s:Int64 x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/WRAP_LIMIT/@EntryValue">200</s:Int64>
<s:String x:Key="/Default/CodeStyle/CodeFormatting/CSharpFormat/WRAP_OBJECT_AND_COLLECTION_INITIALIZER_STYLE/@EntryValue">CHOP_ALWAYS</s:String>
<s:Boolean x:Key="/Default/CodeStyle/EncapsulateField/MakeFieldPrivate/@EntryValue">False</s:Boolean>
<s:Boolean x:Key="/Default/CodeStyle/EncapsulateField/UseAutoProperty/@EntryValue">False</s:Boolean>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=AABB/@EntryIndexedValue">AABB</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=API/@EntryIndexedValue">API</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=BPM/@EntryIndexedValue">BPM</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=GC/@EntryIndexedValue">GC</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=GL/@EntryIndexedValue">GL</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=GLSL/@EntryIndexedValue">GLSL</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=HID/@EntryIndexedValue">HID</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=ID/@EntryIndexedValue">ID</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=IP/@EntryIndexedValue">IP</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=IPC/@EntryIndexedValue">IPC</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=LTRB/@EntryIndexedValue">LTRB</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=RNG/@EntryIndexedValue">RNG</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=SRGB/@EntryIndexedValue">SRGB</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/Abbreviations/=TK/@EntryIndexedValue">TK</s:String>
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=EnumMember/@EntryIndexedValue">HINT</s:String>
<s:String x:Key="/Default/CodeStyle/CSharpFileLayoutPatterns/Pattern/@EntryValue">&lt;?xml version="1.0" encoding="utf-16"?&gt;&#xD;
&lt;Patterns xmlns="urn:schemas-jetbrains-com:member-reordering-patterns"&gt;&#xD;
&lt;TypePattern DisplayName="COM interfaces or structs"&gt;&#xD;
@ -413,17 +449,25 @@
&lt;/Group&gt;&#xD;
&lt;/TypePattern&gt;&#xD;
&lt;/Patterns&gt;</s:String>
<s:String x:Key="/Default/CodeStyle/FileHeader/FileHeaderText/@EntryValue">Copyright (c) 2007-$CURRENT_YEAR$ ppy Pty Ltd &lt;contact@ppy.sh&gt;.&#xD;
Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu-framework/master/LICENCE&#xD;
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<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=EnumMember/@EntryIndexedValue">&lt;Policy Inspect="False" Prefix="" Suffix="" Style="AaBb" /&gt;</s:String>
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