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Re-use existing inset container
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osu.Game.Rulesets.Mania/Skinning/HitTargetInsetContainer.cs
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46
osu.Game.Rulesets.Mania/Skinning/HitTargetInsetContainer.cs
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@ -0,0 +1,46 @@
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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.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mania.Skinning
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{
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public class HitTargetInsetContainer : Container
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{
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private float hitPosition;
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public HitTargetInsetContainer()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = content = new Container { RelativeSizeAxes = Axes.Both };
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, IScrollingInfo scrollingInfo)
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{
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hitPosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? Stage.HIT_TARGET_POSITION;
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direction.BindTo(scrollingInfo.Direction);
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direction.BindValueChanged(onDirectionChanged, true);
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}
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private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
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{
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content.Padding = direction.NewValue == ScrollingDirection.Up
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? new MarginPadding { Top = hitPosition }
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: new MarginPadding { Bottom = hitPosition };
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}
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}
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}
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@ -6,10 +6,8 @@ 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.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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@ -144,38 +142,5 @@ namespace osu.Game.Rulesets.Mania.Skinning
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lightContainer?.Expire();
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}
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private class HitTargetInsetContainer : Container
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{
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private float hitPosition;
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public HitTargetInsetContainer()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = content = new Container { RelativeSizeAxes = Axes.Both };
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, IScrollingInfo scrollingInfo)
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{
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hitPosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? Stage.HIT_TARGET_POSITION;
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direction.BindTo(scrollingInfo.Direction);
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direction.BindValueChanged(onDirectionChanged, true);
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}
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private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
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{
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content.Padding = direction.NewValue == ScrollingDirection.Up
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? new MarginPadding { Top = hitPosition }
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: new MarginPadding { Bottom = hitPosition };
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}
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}
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}
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}
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@ -2,14 +2,12 @@
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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.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.UI;
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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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@ -145,38 +143,5 @@ namespace osu.Game.Rulesets.Mania.Skinning
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};
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}
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}
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private class HitTargetInsetContainer : Container
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{
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private float hitPosition;
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public HitTargetInsetContainer()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChild = content = new Container { RelativeSizeAxes = Axes.Both };
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, IScrollingInfo scrollingInfo)
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{
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hitPosition = skin.GetManiaSkinConfig<float>(LegacyManiaSkinConfigurationLookups.HitPosition)?.Value ?? Stage.HIT_TARGET_POSITION;
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direction.BindTo(scrollingInfo.Direction);
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direction.BindValueChanged(onDirectionChanged, true);
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}
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private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
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{
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content.Padding = direction.NewValue == ScrollingDirection.Up
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? new MarginPadding { Top = hitPosition }
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: new MarginPadding { Bottom = hitPosition };
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}
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}
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}
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}
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