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Use localisation engine for unicode text.
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@ -24,6 +24,7 @@ using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics.Sprites;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Localisation;
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namespace osu.Game.Overlays
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{
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@ -41,9 +42,9 @@ namespace osu.Game.Overlays
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private TrackManager trackManager;
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private Bindable<WorkingBeatmap> beatmapSource;
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private Bindable<bool> preferUnicode;
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private WorkingBeatmap current;
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private BeatmapDatabase beatmaps;
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private LocalisationEngine localisation;
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private Container dragContainer;
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@ -81,7 +82,7 @@ namespace osu.Game.Overlays
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game, OsuConfigManager config, BeatmapDatabase beatmaps, OsuColour colours)
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private void load(OsuGameBase game, BeatmapDatabase beatmaps, OsuColour colours, LocalisationEngine localisation)
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{
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Children = new Drawable[]
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{
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@ -187,8 +188,7 @@ namespace osu.Game.Overlays
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this.beatmaps = beatmaps;
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trackManager = game.Audio.Track;
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preferUnicode = config.GetBindable<bool>(OsuConfig.ShowUnicode);
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preferUnicode.ValueChanged += unicode => updateDisplay(current, TransformDirection.None);
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this.localisation = localisation;
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beatmapSource = game.Beatmap ?? new Bindable<WorkingBeatmap>();
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playList = beatmaps.GetAllWithChildren<BeatmapSetInfo>();
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@ -308,16 +308,19 @@ namespace osu.Game.Overlays
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{
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Task.Run(() =>
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{
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if (beatmap?.Beatmap == null)
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if (beatmap?.Beatmap == null) //this is not needed if a placeholder exists
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{
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title.Current = null;
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title.Text = @"Nothing to play";
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artist = null;
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artist.Text = @"Nothing to play";
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}
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else
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{
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BeatmapMetadata metadata = beatmap.Beatmap.BeatmapInfo.Metadata;
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title.Text = preferUnicode ? metadata.TitleUnicode : metadata.Title;
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artist.Text = preferUnicode ? metadata.ArtistUnicode : metadata.Artist;
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title.Current = localisation.GetUnicodePreference(metadata.TitleUnicode, metadata.Title);
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artist.Current = localisation.GetUnicodePreference(metadata.ArtistUnicode, metadata.Artist);
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}
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});
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