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Merge branch 'master' into fix-toggle-pause-state
This commit is contained in:
commit
43d67a89f9
32
osu.Game.Tests/Visual/Editing/TestSceneSetupScreen.cs
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32
osu.Game.Tests/Visual/Editing/TestSceneSetupScreen.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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namespace osu.Game.Tests.Visual.Editing
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{
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[TestFixture]
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public class TestSceneSetupScreen : EditorClockTestScene
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{
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[Cached(typeof(EditorBeatmap))]
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[Cached(typeof(IBeatSnapProvider))]
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private readonly EditorBeatmap editorBeatmap;
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public TestSceneSetupScreen()
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{
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editorBeatmap = new EditorBeatmap(new OsuBeatmap());
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.Value = CreateWorkingBeatmap(editorBeatmap.PlayableBeatmap);
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Child = new SetupScreen();
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}
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}
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}
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@ -17,6 +17,8 @@ namespace osu.Game.Graphics.UserInterface
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{
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{
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public class OsuDropdown<T> : Dropdown<T>, IHasAccentColour
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public class OsuDropdown<T> : Dropdown<T>, IHasAccentColour
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{
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{
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private const float corner_radius = 4;
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private Color4 accentColour;
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private Color4 accentColour;
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public Color4 AccentColour
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public Color4 AccentColour
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@ -57,9 +59,11 @@ namespace osu.Game.Graphics.UserInterface
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// todo: this uses the same styling as OsuMenu. hopefully we can just use OsuMenu in the future with some refactoring
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// todo: this uses the same styling as OsuMenu. hopefully we can just use OsuMenu in the future with some refactoring
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public OsuDropdownMenu()
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public OsuDropdownMenu()
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{
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{
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CornerRadius = 4;
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CornerRadius = corner_radius;
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BackgroundColour = Color4.Black.Opacity(0.5f);
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BackgroundColour = Color4.Black.Opacity(0.5f);
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MaskingContainer.CornerRadius = corner_radius;
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// todo: this uses the same styling as OsuMenu. hopefully we can just use OsuMenu in the future with some refactoring
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// todo: this uses the same styling as OsuMenu. hopefully we can just use OsuMenu in the future with some refactoring
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ItemsContainer.Padding = new MarginPadding(5);
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ItemsContainer.Padding = new MarginPadding(5);
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}
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}
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@ -138,7 +142,7 @@ namespace osu.Game.Graphics.UserInterface
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Foreground.Padding = new MarginPadding(2);
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Foreground.Padding = new MarginPadding(2);
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Masking = true;
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Masking = true;
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CornerRadius = 6;
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CornerRadius = corner_radius;
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}
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}
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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@ -237,7 +241,7 @@ namespace osu.Game.Graphics.UserInterface
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AutoSizeAxes = Axes.None;
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AutoSizeAxes = Axes.None;
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Margin = new MarginPadding { Bottom = 4 };
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Margin = new MarginPadding { Bottom = 4 };
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CornerRadius = 4;
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CornerRadius = corner_radius;
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Height = 40;
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Height = 40;
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Foreground.Children = new Drawable[]
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Foreground.Children = new Drawable[]
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@ -3,6 +3,7 @@
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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@ -32,6 +33,11 @@ namespace osu.Game.Graphics.UserInterfaceV2
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set => Component.Text = value;
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set => Component.Text = value;
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}
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}
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public Container TabbableContentContainer
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{
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set => Component.TabbableContentContainer = value;
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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)
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{
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{
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@ -61,7 +61,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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AddRangeInternal(new[]
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AddRangeInternal(new[]
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{
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{
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DragBox = CreateDragBox(select),
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DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
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selectionHandler,
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selectionHandler,
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
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SelectionBlueprints = CreateSelectionBlueprintContainer(),
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selectionHandler.CreateProxy(),
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selectionHandler.CreateProxy(),
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@ -326,7 +326,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// Select all masks in a given rectangle selection area.
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/// Select all masks in a given rectangle selection area.
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/// </summary>
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/// </summary>
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
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private void select(RectangleF rect)
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private void selectBlueprintsFromDragRectangle(RectangleF rect)
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{
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{
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foreach (var blueprint in SelectionBlueprints)
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foreach (var blueprint in SelectionBlueprints)
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{
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{
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@ -398,7 +398,11 @@ namespace osu.Game.Screens.Edit
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break;
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break;
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}
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}
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LoadComponentAsync(currentScreen, screenContainer.Add);
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LoadComponentAsync(currentScreen, newScreen =>
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{
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if (newScreen == currentScreen)
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screenContainer.Add(newScreen);
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});
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}
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}
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private void seek(UIEvent e, int direction)
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private void seek(UIEvent e, int direction)
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@ -43,7 +43,7 @@ namespace osu.Game.Screens.Edit
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public void Exit()
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public void Exit()
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{
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{
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this.FadeOut(250).Expire();
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Expire();
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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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@ -1,13 +1,123 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Beatmaps.Drawables;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterfaceV2;
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using osuTK;
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namespace osu.Game.Screens.Edit.Setup
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namespace osu.Game.Screens.Edit.Setup
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{
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{
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public class SetupScreen : EditorScreen
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public class SetupScreen : EditorScreen
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{
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{
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public SetupScreen()
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private FillFlowContainer flow;
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private LabelledTextBox artistTextBox;
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private LabelledTextBox titleTextBox;
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private LabelledTextBox creatorTextBox;
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private LabelledTextBox difficultyTextBox;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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{
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Child = new ScreenWhiteBox.UnderConstructionMessage("Setup mode");
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Child = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(50),
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Child = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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CornerRadius = 10,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.GreySeafoamDark,
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RelativeSizeAxes = Axes.Both,
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},
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new OsuScrollContainer
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(10),
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Child = flow = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Spacing = new Vector2(20),
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Direction = FillDirection.Vertical,
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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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RelativeSizeAxes = Axes.X,
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Height = 250,
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Masking = true,
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CornerRadius = 10,
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Child = new BeatmapBackgroundSprite(Beatmap.Value)
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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FillMode = FillMode.Fill,
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},
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},
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new OsuSpriteText
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{
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Text = "Beatmap metadata"
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},
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artistTextBox = new LabelledTextBox
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{
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Label = "Artist",
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Current = { Value = Beatmap.Value.Metadata.Artist },
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TabbableContentContainer = this
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},
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titleTextBox = new LabelledTextBox
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{
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Label = "Title",
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Current = { Value = Beatmap.Value.Metadata.Title },
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TabbableContentContainer = this
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},
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creatorTextBox = new LabelledTextBox
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{
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Label = "Creator",
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Current = { Value = Beatmap.Value.Metadata.AuthorString },
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TabbableContentContainer = this
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},
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difficultyTextBox = new LabelledTextBox
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{
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Label = "Difficulty Name",
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Current = { Value = Beatmap.Value.BeatmapInfo.Version },
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TabbableContentContainer = this
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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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};
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foreach (var item in flow.OfType<LabelledTextBox>())
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item.OnCommit += onCommit;
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}
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private void onCommit(TextBox sender, bool newText)
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{
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if (!newText) return;
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// for now, update these on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Beatmap.Value.Metadata.Artist = artistTextBox.Current.Value;
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Beatmap.Value.Metadata.Title = titleTextBox.Current.Value;
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Beatmap.Value.Metadata.AuthorString = creatorTextBox.Current.Value;
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Beatmap.Value.BeatmapInfo.Version = difficultyTextBox.Current.Value;
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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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