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Refactor taiko playfield layout to use constant values
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@ -21,7 +21,6 @@ using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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@ -44,7 +43,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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private JudgementContainer<DrawableTaikoJudgement> judgementContainer = null!;
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private ScrollingHitObjectContainer drumRollHitContainer = null!;
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internal Drawable HitTarget = null!;
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private SkinnableDrawable mascot = null!;
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private JudgementPooler<DrawableTaikoJudgement> judgementPooler = null!;
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private readonly IDictionary<HitResult, HitExplosionPool> explosionPools = new Dictionary<HitResult, HitExplosionPool>();
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@ -59,13 +57,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </remarks>
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private BarLinePlayfield barLinePlayfield = null!;
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private Container barLineContent = null!;
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private Container hitObjectContent = null!;
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private Container overlayContent = null!;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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const float hit_target_width = BASE_HEIGHT;
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inputDrum = new InputDrum
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{
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Anchor = Anchor.CentreLeft,
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@ -89,7 +85,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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inputDrum.CreateProxy(),
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}
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},
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mascot = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Mascot), _ => Empty())
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new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Mascot), _ => Empty())
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.TopLeft,
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@ -101,14 +97,13 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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Name = "Right area",
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Container
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{
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Name = "Elements before hit objects",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Name = "Elements behind hit objects",
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RelativeSizeAxes = Axes.Y,
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Width = hit_target_width,
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Children = new[]
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{
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new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty())
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@ -125,10 +120,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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}
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},
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barLineContent = new Container
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new Container
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{
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Name = "Bar line content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Children = new Drawable[]
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{
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UnderlayElements = new Container
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@ -138,17 +134,19 @@ namespace osu.Game.Rulesets.Taiko.UI
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barLinePlayfield = new BarLinePlayfield(),
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}
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},
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hitObjectContent = new Container
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new Container
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{
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Name = "Masked hit objects content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Masking = true,
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Child = HitObjectContainer,
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},
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overlayContent = new Container
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new Container
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{
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Name = "Elements after hit objects",
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Name = "Overlay content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = hit_target_width / 2 },
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Children = new Drawable[]
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{
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drumRollHitContainer = new DrumRollHitContainer(),
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@ -226,14 +224,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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base.Update();
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// Padding is required to be updated for elements which are based on "absolute" X sized elements.
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// This is basically allowing for correct alignment as relative pieces move around them.
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rightArea.Padding = new MarginPadding { Left = inputDrum.Width };
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barLineContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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hitObjectContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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overlayContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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// todo: input drum width should be constant.
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rightArea.Padding = new MarginPadding { Left = inputDrum.DrawWidth };
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}
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#region Pooling support
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