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Do not hardcode ruleset name in touch device detection toast
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@ -1,12 +1,14 @@
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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.Game.Rulesets;
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namespace osu.Game.Overlays.OSD
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namespace osu.Game.Overlays.OSD
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{
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{
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public partial class TouchDeviceDetectedToast : Toast
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public partial class TouchDeviceDetectedToast : Toast
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{
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{
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public TouchDeviceDetectedToast()
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public TouchDeviceDetectedToast(RulesetInfo ruleset)
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: base("osu!", "Touch device detected", "Touch Device mod applied to score")
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: base(ruleset.Name, "Touch device detected", "Touch Device mod applied to score")
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{
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{
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}
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}
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}
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}
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@ -55,7 +55,7 @@ namespace osu.Game.Screens.Play
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// we're kind of assuming that the user just switches to touch for gameplay
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// we're kind of assuming that the user just switches to touch for gameplay
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// and we don't want to spam them with obvious toasts.
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// and we don't want to spam them with obvious toasts.
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if (gameplayState.ScoreProcessor.HitEvents.Any(ev => ev.Result.IsHit()))
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if (gameplayState.ScoreProcessor.HitEvents.Any(ev => ev.Result.IsHit()))
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onScreenDisplay?.Display(new TouchDeviceDetectedToast());
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onScreenDisplay?.Display(new TouchDeviceDetectedToast(gameplayState.Ruleset.RulesetInfo));
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// `Player` (probably rightly so) assumes immutability of mods,
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// `Player` (probably rightly so) assumes immutability of mods,
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// so this will not be shown immediately on the mod display in the top right.
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// so this will not be shown immediately on the mod display in the top right.
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