mirror of
https://github.com/ppy/osu.git
synced 2024-11-07 13:07:25 +08:00
Merge branch 'taiko_hitobject_drawable' into taiko_drumroll_drawable
Conflicts: osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
This commit is contained in:
commit
b9f1b44ca4
@ -215,6 +215,7 @@ namespace osu.Desktop.Overlays
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Origin = Anchor.Centre,
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Icon = FontAwesome.fa_upload,
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Colour = Color4.White,
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TextSize = 20
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}
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});
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}
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@ -3,7 +3,7 @@
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namespace osu.Game.Modes.Taiko.Judgements
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{
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public enum TaikoScoreResult
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public enum TaikoHitResult
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{
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Good,
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Great
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@ -10,32 +10,32 @@ namespace osu.Game.Modes.Taiko.Judgements
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/// <summary>
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/// The maximum score value.
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/// </summary>
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public const TaikoScoreResult MAX_SCORE = TaikoScoreResult.Great;
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public const TaikoHitResult MAX_HIT_RESULT = TaikoHitResult.Great;
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/// <summary>
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/// The score value.
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/// </summary>
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public TaikoScoreResult Score;
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public TaikoHitResult TaikoResult;
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/// <summary>
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/// The score value for the combo portion of the score.
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/// </summary>
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public int ScoreValue => ScoreToInt(Score);
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public int ScoreValue => NumericResultForScore(TaikoResult);
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/// <summary>
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/// The score value for the accuracy portion of the score.
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/// </summary>
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public int AccuracyScoreValue => AccuracyScoreToInt(Score);
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public int AccuracyScoreValue => NumericResultForAccuracy(TaikoResult);
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/// <summary>
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/// The maximum score value for the combo portion of the score.
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/// </summary>
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public int MaxScoreValue => ScoreToInt(MAX_SCORE);
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public int MaxScoreValue => NumericResultForScore(MAX_HIT_RESULT);
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/// <summary>
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/// The maximum score value for the accuracy portion of the score.
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/// </summary>
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public int MaxAccuracyScoreValue => AccuracyScoreToInt(MAX_SCORE);
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public int MaxAccuracyScoreValue => NumericResultForAccuracy(MAX_HIT_RESULT);
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/// <summary>
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/// Whether this Judgement has a secondary hit in the case of finishers.
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@ -43,38 +43,39 @@ namespace osu.Game.Modes.Taiko.Judgements
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public bool SecondHit;
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/// <summary>
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/// Computes the score value for the combo portion of the score.
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/// For the accuracy portion of the score (including accuracy percentage), see <see cref="AccuracyScoreToInt(TaikoScoreResult)"/>.
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/// Computes the numeric score value for the combo portion of the score.
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/// For the accuracy portion of the score (including accuracy percentage), see <see cref="NumericResultForAccuracy(TaikoHitResult)"/>.
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/// </summary>
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/// <param name="result">The result to compute the score value for.</param>
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/// <returns>The int score value.</returns>
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protected virtual int ScoreToInt(TaikoScoreResult result)
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/// <returns>The numeric score value.</returns>
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protected virtual int NumericResultForScore(TaikoHitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case TaikoScoreResult.Good:
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case TaikoHitResult.Good:
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return 100;
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case TaikoScoreResult.Great:
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case TaikoHitResult.Great:
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return 300;
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}
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}
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/// <summary>
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/// Computes the score value for the accurac portion of the score.
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/// Computes the numeric score value for the accuracy portion of the score.
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/// For the combo portion of the score, see <see cref="NumericResultForScore(TaikoHitResult)"/>.
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/// </summary>
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/// <param name="result">The result to compute the score value for.</param>
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/// <returns>The int score value.</returns>
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protected virtual int AccuracyScoreToInt(TaikoScoreResult result)
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/// <returns>The numeric score value.</returns>
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protected virtual int NumericResultForAccuracy(TaikoHitResult result)
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{
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switch (result)
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{
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default:
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return 0;
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case TaikoScoreResult.Good:
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case TaikoHitResult.Good:
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return 150;
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case TaikoScoreResult.Great:
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case TaikoHitResult.Great:
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return 300;
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}
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}
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@ -41,7 +41,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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/// a time value and the HitObject's StartTime.
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/// </summary>
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/// <param name="time"></param>
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protected void UpdateScrollPosition(double time)
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protected virtual void UpdateScrollPosition(double time)
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{
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MoveToX((float)((HitObject.StartTime - time) / HitObject.PreEmpt));
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}
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@ -51,7 +51,7 @@
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<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
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<Compile Include="Judgements\TaikoDrumRollTickJudgementInfo.cs" />
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<Compile Include="Judgements\TaikoJudgementInfo.cs" />
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<Compile Include="Judgements\TaikoScoreResult.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Objects\Drawable\DrawableDrumRoll.cs" />
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<Compile Include="Objects\Drawable\DrawableDrumRollTick.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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@ -207,7 +207,8 @@ namespace osu.Game.Beatmaps.Formats
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VelocityAdjustment = beatLength < 0 ? -beatLength / 100.0 : 1,
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TimingChange = split.Length <= 6 || split[6][0] == '1',
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KiaiMode = (effectFlags & 1) > 0,
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OmitFirstBarLine = (effectFlags & 8) > 0
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OmitFirstBarLine = (effectFlags & 8) > 0,
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TimeSignature = (TimeSignatures)int.Parse(split[2])
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};
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}
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@ -11,18 +11,12 @@ namespace osu.Game.Beatmaps.Timing
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TimingChange = true,
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};
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public TimeSignatures TimeSignature;
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public double Time;
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public double BeatLength;
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public double VelocityAdjustment;
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public bool TimingChange;
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public bool KiaiMode;
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public bool OmitFirstBarLine;
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}
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internal enum TimeSignatures
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{
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SimpleQuadruple = 4,
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SimpleTriple = 3
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}
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}
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11
osu.Game/Beatmaps/Timing/TimeSignatures.cs
Normal file
11
osu.Game/Beatmaps/Timing/TimeSignatures.cs
Normal file
@ -0,0 +1,11 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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namespace osu.Game.Beatmaps.Timing
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{
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public enum TimeSignatures
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{
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SimpleQuadruple = 4,
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SimpleTriple = 3
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}
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}
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@ -1,11 +1,11 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics.Sprites;
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namespace osu.Game.Graphics
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{
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public class TextAwesome : SpriteText
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public class TextAwesome : OsuSpriteText
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{
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//public override FontFace FontFace => (int)Icon < 0xf000 ? FontFace.OsuFont : FontFace.FontAwesome;
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@ -54,6 +54,7 @@ namespace osu.Game.Graphics.UserInterface
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Margin = new MarginPadding { Right = 4 },
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TextSize = 20
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}
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};
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}
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@ -66,12 +66,14 @@ namespace osu.Game.Modes.UI
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Anchor = Anchor.Centre,
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Icon = FontAwesome.fa_osu_mod_bg,
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Shadow = true,
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TextSize = 20
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},
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modIcon = new TextAwesome
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Colour = OsuColour.Gray(84),
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TextSize = 20
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},
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};
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@ -7,6 +7,7 @@ using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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using OpenTK;
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using osu.Game.Modes.Judgements;
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using osu.Framework.Allocation;
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namespace osu.Game.Modes.UI
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{
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@ -45,10 +46,16 @@ namespace osu.Game.Modes.UI
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}
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});
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Add(HitObjects = new HitObjectContainer<DrawableHitObject<TObject, TJudgement>>
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HitObjects = new HitObjectContainer<DrawableHitObject<TObject, TJudgement>>
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{
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RelativeSizeAxes = Axes.Both,
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});
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(HitObjects);
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}
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/// <summary>
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@ -279,6 +279,7 @@ namespace osu.Game
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//central game mode change logic.
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if (!currentScreen.ShowOverlays)
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{
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options.State = Visibility.Hidden;
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Toolbar.State = Visibility.Hidden;
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musicController.State = Visibility.Hidden;
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chat.State = Visibility.Hidden;
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@ -169,6 +169,7 @@ namespace osu.Game.Overlays.Notifications
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Icon = FontAwesome.fa_times_circle,
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TextSize = 20
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}
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};
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}
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@ -53,6 +53,7 @@ namespace osu.Game.Overlays.Notifications
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Icon = icon,
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TextSize = 20
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}
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});
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@ -32,6 +32,7 @@ namespace osu.Game.Overlays.Options
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{
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Icon = Ruleset.GetRuleset(m).Icon,
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Colour = Color4.Gray,
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TextSize = 20
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});
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Children = new Drawable[]
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@ -5,6 +5,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Game.Graphics.UserInterface;
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using System;
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namespace osu.Game.Overlays.Options.Sections.Graphics
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{
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@ -12,9 +13,16 @@ namespace osu.Game.Overlays.Options.Sections.Graphics
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{
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protected override string Header => "Layout";
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private OptionSlider<int> letterboxPositionX;
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private OptionSlider<int> letterboxPositionY;
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private Bindable<bool> letterboxing;
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[BackgroundDependencyLoader]
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private void load(FrameworkConfigManager config)
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{
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letterboxing = config.GetBindable<bool>(FrameworkConfig.Letterboxing);
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Children = new Drawable[]
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{
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new OptionLabel { Text = "Resolution: TODO dropdown" },
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@ -26,19 +34,36 @@ namespace osu.Game.Overlays.Options.Sections.Graphics
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new OsuCheckbox
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{
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LabelText = "Letterboxing",
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Bindable = config.GetBindable<bool>(FrameworkConfig.Letterboxing),
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Bindable = letterboxing,
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},
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new OptionSlider<int>
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letterboxPositionX = new OptionSlider<int>
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{
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LabelText = "Horizontal position",
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Bindable = (BindableInt)config.GetBindable<int>(FrameworkConfig.LetterboxPositionX)
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},
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new OptionSlider<int>
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letterboxPositionY = new OptionSlider<int>
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{
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LabelText = "Vertical position",
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Bindable = (BindableInt)config.GetBindable<int>(FrameworkConfig.LetterboxPositionY)
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},
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};
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letterboxing.ValueChanged += visibilityChanged;
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letterboxing.TriggerChange();
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}
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private void visibilityChanged(object sender, EventArgs e)
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{
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if (letterboxing)
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{
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letterboxPositionX.Show();
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letterboxPositionY.Show();
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}
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else
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{
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letterboxPositionX.Hide();
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letterboxPositionY.Hide();
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}
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}
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}
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}
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@ -87,6 +87,7 @@ namespace osu.Game.Overlays.Options
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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TextSize = 20
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},
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}
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},
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@ -98,6 +98,7 @@ namespace osu.Game.Overlays.Toolbar
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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TextSize = 20
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},
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DrawableText = new OsuSpriteText
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{
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@ -237,14 +237,16 @@ namespace osu.Game.Screens.Select
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Icon = FontAwesome.fa_square,
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Origin = Anchor.Centre,
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Colour = new Color4(68, 17, 136, 255),
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Rotation = 45
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Rotation = 45,
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TextSize = 20
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},
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new TextAwesome
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{
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Icon = statistic.Icon,
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Origin = Anchor.Centre,
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Colour = new Color4(255, 221, 85, 255),
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Scale = new Vector2(0.8f)
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Scale = new Vector2(0.8f),
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TextSize = 20
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},
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new OsuSpriteText
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{
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@ -26,6 +26,7 @@ namespace osu.Game.Screens.Select
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Origin = Anchor.CentreRight,
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Anchor = Anchor.CentreRight,
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Margin = new MarginPadding { Right = 10 },
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TextSize = 20
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}
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});
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@ -160,7 +160,7 @@ namespace osu.Game.Screens.Tournament
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Text = "Control Panel",
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TextSize = 22f,
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Font = "Exo2.0-Boldd"
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Font = "Exo2.0-Bold"
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},
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new FillFlowContainer
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{
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@ -76,6 +76,7 @@
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<Compile Include="Beatmaps\IBeatmapCoverter.cs" />
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<Compile Include="Beatmaps\IBeatmapProcessor.cs" />
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<Compile Include="Beatmaps\Legacy\LegacyBeatmap.cs" />
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<Compile Include="Beatmaps\Timing\TimeSignatures.cs" />
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<Compile Include="Beatmaps\Timing\TimingInfo.cs" />
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<Compile Include="Database\ScoreDatabase.cs" />
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<Compile Include="Graphics\Backgrounds\Triangles.cs" />
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|
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