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key mod #27

Merged
merged 3 commits into from
Apr 8, 2021
Merged

key mod #27

merged 3 commits into from
Apr 8, 2021

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Artemis-chan
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fixes part 1 of #4, backported from osu mania as suggested by @Thesola10

@Artemis-chan Artemis-chan added type: enhancement Adds a new feature or extends the scope backport We can use code from mainline osu! to help labels Apr 8, 2021
@Artemis-chan Artemis-chan requested a review from Thesola10 April 8, 2021 13:50
@Artemis-chan Artemis-chan marked this pull request as ready for review April 8, 2021 13:51
@Thesola10
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wonder if there's a way to use custom graphics as mod icons

public class DivaModKey3 : DivaKeyMod
{
public override int KeyCount => 3;
public override string Name => "3 Button";
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should be "Three Button" for consistency

Actually make Button plural on all ModKey as well?

@Thesola10
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No functional problems upon testing tho

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naisu

@Thesola10 Thesola10 merged commit 52532bf into master Apr 8, 2021
@Thesola10 Thesola10 deleted the key-control-mod branch April 8, 2021 14:06
@Thesola10 Thesola10 mentioned this pull request Apr 8, 2021
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@Artemis-chan
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wonder if there's a way to use custom graphics as mod icons

It seems like they are using customs fonts for the custom mod graphics (source).

@Thesola10
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Doesn't that mean we can introduce our own font (it's some compiled PNG table) and use that for mod icons?

@Artemis-chan
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i have looked into it, (this is how the framework loads)
I think if we use the background dependency loader to inject OsuGame(Base?) and add the font using AddFont()

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2 participants