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Refactor mod sections and make them overridable
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@ -19,7 +19,6 @@ using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays.Mods.Sections;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens;
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using osuTK;
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@ -190,13 +189,31 @@ namespace osu.Game.Overlays.Mods
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Width = content_width,
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LayoutDuration = 200,
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LayoutEasing = Easing.OutQuint,
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Children = new ModSection[]
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Children = new[]
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{
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new DifficultyReductionSection { Action = modButtonPressed },
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new DifficultyIncreaseSection { Action = modButtonPressed },
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new AutomationSection { Action = modButtonPressed },
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new ConversionSection { Action = modButtonPressed },
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new FunSection { Action = modButtonPressed },
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CreateModSection(ModType.DifficultyReduction).With(s =>
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{
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s.ToggleKeys = new[] { Key.Q, Key.W, Key.E, Key.R, Key.T, Key.Y, Key.U, Key.I, Key.O, Key.P };
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s.Action = modButtonPressed;
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}),
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CreateModSection(ModType.DifficultyIncrease).With(s =>
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{
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s.ToggleKeys = new[] { Key.A, Key.S, Key.D, Key.F, Key.G, Key.H, Key.J, Key.K, Key.L };
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s.Action = modButtonPressed;
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}),
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CreateModSection(ModType.Automation).With(s =>
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{
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s.ToggleKeys = new[] { Key.Z, Key.X, Key.C, Key.V, Key.B, Key.N, Key.M };
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s.Action = modButtonPressed;
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}),
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CreateModSection(ModType.Conversion).With(s =>
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{
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s.Action = modButtonPressed;
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}),
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CreateModSection(ModType.Fun).With(s =>
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{
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s.Action = modButtonPressed;
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}),
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}
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},
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}
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@ -454,6 +471,13 @@ namespace osu.Game.Overlays.Mods
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private void refreshSelectedMods() => SelectedMods.Value = ModSectionsContainer.Children.SelectMany(s => s.SelectedMods).ToArray();
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/// <summary>
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/// Creates a <see cref="ModSection"/> that groups <see cref="Mod"/>s with the same <see cref="ModType"/>.
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/// </summary>
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/// <param name="type">The <see cref="ModType"/> of <see cref="Mod"/>s in the section.</param>
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/// <returns>The <see cref="ModSection"/>.</returns>
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protected virtual ModSection CreateModSection(ModType type) => new ModSection(type);
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#region Disposal
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protected override void Dispose(bool isDisposing)
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