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Fix direction reversal not quite working correctly
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parent
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commit
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@ -2,6 +2,10 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Game.Rulesets.Mania.Configuration;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Tests.Visual;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Mania.Tests
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namespace osu.Game.Rulesets.Mania.Tests
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@ -9,9 +13,20 @@ namespace osu.Game.Rulesets.Mania.Tests
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[TestFixture]
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[TestFixture]
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public class TestCaseEditor : EditorTestCase
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public class TestCaseEditor : EditorTestCase
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{
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{
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private readonly Bindable<ManiaScrollingDirection> direction = new Bindable<ManiaScrollingDirection>();
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public TestCaseEditor()
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public TestCaseEditor()
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: base(new ManiaRuleset())
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: base(new ManiaRuleset())
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{
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{
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AddStep("upwards scroll", () => direction.Value = ManiaScrollingDirection.Up);
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AddStep("downwards scroll", () => direction.Value = ManiaScrollingDirection.Down);
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}
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[BackgroundDependencyLoader]
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private void load(RulesetConfigCache configCache)
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{
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var config = (ManiaConfigManager)configCache.GetConfigFor(Ruleset.Value.CreateInstance());
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config.BindWith(ManiaSetting.ScrollDirection, direction);
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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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@ -2,17 +2,25 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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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.Framework.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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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 OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
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namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
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{
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{
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public class HoldNoteMask : HitObjectMask
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public class HoldNoteMask : HitObjectMask
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{
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{
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public new DrawableHoldNote HitObject => (DrawableHoldNote)base.HitObject;
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly BodyPiece body;
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private readonly BodyPiece body;
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public HoldNoteMask(DrawableHoldNote hold)
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public HoldNoteMask(DrawableHoldNote hold)
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@ -30,17 +38,25 @@ namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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private void load(OsuColour colours, IScrollingInfo scrollingInfo)
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{
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{
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body.BorderColour = colours.Yellow;
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body.BorderColour = colours.Yellow;
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direction.BindTo(scrollingInfo.Direction);
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}
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}
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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Size = HitObject.DrawSize;
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Size = HitObject.DrawSize + new Vector2(0, HitObject.Tail.DrawHeight);
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Position = Parent.ToLocalSpace(HitObject.ScreenSpaceDrawQuad.TopLeft);
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Position = Parent.ToLocalSpace(HitObject.ScreenSpaceDrawQuad.TopLeft);
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// This is a side-effect of not matching the hitobject's anchors/origins, which is kinda hard to do
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// When scrolling upwards our origin is at the top of the head note (which is where the origin already is),
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// but when scrolling downwards our origin is at the _bottom_ of the tail note (where we need to be at the _top_ of the tail note)
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if (direction.Value == ScrollingDirection.Down)
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Y -= HitObject.Tail.DrawHeight;
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}
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}
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private class HoldNoteNoteMask : NoteMask
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private class HoldNoteNoteMask : NoteMask
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@ -55,6 +71,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Layers.Selection.Overlays
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{
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{
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base.Update();
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base.Update();
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Anchor = HitObject.Anchor;
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Origin = HitObject.Origin;
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Position = HitObject.DrawPosition;
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Position = HitObject.DrawPosition;
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}
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}
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}
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}
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