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Rename ModSelect{Screen -> Overlay}
in place of removed old design
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53
osu.Game/Overlays/Mods/UserModSelectOverlay.cs
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53
osu.Game/Overlays/Mods/UserModSelectOverlay.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 System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Utils;
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using osuTK.Input;
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namespace osu.Game.Overlays.Mods
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{
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public class UserModSelectOverlay : ModSelectOverlay
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{
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public UserModSelectOverlay(OverlayColourScheme colourScheme = OverlayColourScheme.Green)
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: base(colourScheme)
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{
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}
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protected override ModColumn CreateModColumn(ModType modType, Key[] toggleKeys = null) => new UserModColumn(modType, false, toggleKeys);
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protected override IReadOnlyList<Mod> ComputeNewModsFromSelection(IReadOnlyList<Mod> oldSelection, IReadOnlyList<Mod> newSelection)
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{
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var addedMods = newSelection.Except(oldSelection);
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var removedMods = oldSelection.Except(newSelection);
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IEnumerable<Mod> modsAfterRemoval = newSelection.Except(removedMods).ToList();
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// the preference is that all new mods should override potential incompatible old mods.
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// in general that's a bit difficult to compute if more than one mod is added at a time,
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// so be conservative and just remove all mods that aren't compatible with any one added mod.
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foreach (var addedMod in addedMods)
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{
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if (!ModUtils.CheckCompatibleSet(modsAfterRemoval.Append(addedMod), out var invalidMods))
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modsAfterRemoval = modsAfterRemoval.Except(invalidMods);
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modsAfterRemoval = modsAfterRemoval.Append(addedMod).ToList();
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}
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return modsAfterRemoval.ToList();
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}
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private class UserModColumn : ModColumn
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{
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public UserModColumn(ModType modType, bool allowBulkSelection, [CanBeNull] Key[] toggleKeys = null)
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: base(modType, allowBulkSelection, toggleKeys)
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{
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}
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protected override ModPanel CreateModPanel(Mod mod) => new IncompatibilityDisplayingModPanel(mod);
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}
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}
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}
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