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Improve legacy circle texture lookup to match 1:1 with stable
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@ -23,9 +23,10 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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{
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public override bool RemoveCompletedTransforms => false;
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public override bool RemoveCompletedTransforms => false;
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private readonly string priorityLookup;
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private readonly bool hasNumber;
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private readonly bool hasNumber;
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private string priorityLookup;
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public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true)
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public LegacyMainCirclePiece(string priorityLookup = null, bool hasNumber = true)
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{
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{
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this.priorityLookup = priorityLookup;
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this.priorityLookup = priorityLookup;
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@ -56,21 +57,19 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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{
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
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bool allowFallback = false;
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// attempt lookup using priority specification
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// attempt lookup using priority specification
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Texture baseTexture = getTextureWithFallback(string.Empty);
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Texture baseTexture = getTexture(string.Empty);
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// if the base texture was not found without a fallback, switch on fallback mode and re-perform the lookup.
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// if the base texture was not found using the priority specification, nullify the specification and fall back to "hitcircle".
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if (baseTexture == null)
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if (baseTexture == null)
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{
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{
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allowFallback = true;
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priorityLookup = null;
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baseTexture = getTextureWithFallback(string.Empty);
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baseTexture = getTexture(string.Empty);
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}
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}
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// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
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// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
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// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
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// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
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// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin).
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// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png.
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InternalChildren = new[]
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InternalChildren = new[]
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{
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{
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@ -83,7 +82,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Child = hitCircleOverlay = new KiaiFlashingDrawable(() => getAnimationWithFallback(@"overlay", 1000 / 2d))
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Child = hitCircleOverlay = new KiaiFlashingDrawable(() => getAnimation(@"overlay", 1000 / 2d))
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -115,35 +114,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
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}
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}
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Texture getTextureWithFallback(string name)
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Texture getTexture(string name)
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{
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=> skin.GetTexture($"{priorityLookup ?? @"hitcircle"}{name}");
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Texture tex = null;
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if (!string.IsNullOrEmpty(priorityLookup))
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Drawable getAnimation(string name, double frameLength)
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{
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=> skin.GetAnimation($"{priorityLookup ?? @"hitcircle"}{name}", true, true, frameLength: frameLength);
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tex = skin.GetTexture($"{priorityLookup}{name}");
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if (!allowFallback)
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return tex;
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}
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return tex ?? skin.GetTexture($"hitcircle{name}");
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}
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Drawable getAnimationWithFallback(string name, double frameLength)
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{
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Drawable animation = null;
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if (!string.IsNullOrEmpty(priorityLookup))
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{
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animation = skin.GetAnimation($"{priorityLookup}{name}", true, true, frameLength: frameLength);
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if (!allowFallback)
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return animation;
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}
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return animation ?? skin.GetAnimation($"hitcircle{name}", true, true, frameLength: frameLength);
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}
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}
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}
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protected override void LoadComplete()
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protected override void LoadComplete()
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