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Inline input drum proxying logic
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@ -63,27 +63,27 @@ namespace osu.Game.Rulesets.Taiko.UI
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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)
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{
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{
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Container leftArea;
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inputDrum = new InputDrum(HitObjectContainer)
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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};
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InternalChildren = new[]
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InternalChildren = new[]
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{
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
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leftArea = new Container
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new Container
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{
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{
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Name = "Left overlay",
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Name = "Left overlay",
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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FillMode = FillMode.Fit,
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BorderColour = colours.Gray0,
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BorderColour = colours.Gray0,
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Children = new Drawable[]
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Children = new[]
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{
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
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inputDrum = new InputDrum(HitObjectContainer)
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inputDrum.CreateProxy(),
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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},
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}
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}
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},
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},
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mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
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mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
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@ -161,15 +161,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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},
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},
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drumRollHitContainer.CreateProxy(),
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drumRollHitContainer.CreateProxy(),
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// this is added at the end of the hierarchy to receive input before taiko objects.
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// but is proxied below everything to not cover visual effects such as hit explosions.
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inputDrum,
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};
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};
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// to prioritise receiving key presses on input drum before objects, move input drum to the end of the hierarchy...
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leftArea.Remove(inputDrum);
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AddInternal(inputDrum);
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// ...and create a proxy to keep the input drum displayed behind the playfield elements.
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leftArea.Add(inputDrum.CreateProxy());
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RegisterPool<Hit, DrawableHit>(50);
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RegisterPool<Hit, DrawableHit>(50);
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RegisterPool<Hit.StrongNestedHit, DrawableHit.StrongNestedHit>(50);
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RegisterPool<Hit.StrongNestedHit, DrawableHit.StrongNestedHit>(50);
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