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Move combo counter to ruleset-specific HUD components container #26249
Move combo counter to ruleset-specific HUD components container #26249
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I've hopefully resolved conflicts, but I still have a lot of questions.
Will start with a simple question: why is this here now? Why does
ArgonSkinTransformer
have to exist?Transformer
s were supposed to allow rulesets to do things, but you have changed what transformer means now, as this is being instantiated byRuleset
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On further reading and understanding of this PR, the probable answer is "because I wanted to be able to provide a per-skin default for cases where a ruleset doesn't do anything special", does that sound right?
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@frenzibyte I've applied 60d3834 which removes this stuff. please give it 5 minutes and let me know if it makes sense within that time limit.
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That is correct.
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I...don't know. It looks correct, but I feel it's introducing another level of complexity to the lookup system in my head / when parsing this mentally. I wouldn't say that the way I had it is better, though.
This is all cheap talk and I cannot easily imagine how it can be put to code, but, it definitely feels like there should be two methods:
Skin.GetDrawableComponent
, which tries to look up user configuration, then fall back to...Skin.GetDefaultDrawableComponent
, which returns default skin implementation, and that can be transformed by a skin transformer somehow.I'm proposing this for
Skin
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Yep, in previous discussions with smoogi this was unanimously agreed upon, but I'm not doing that here. It will be a separate step after all your changes are merged.
I don't see any complexity being added here. I'm just explicitly defining which early returns are due to "skin has user layout".
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As long as it's all temporary until a split happens then I'm fine looking away, I can't easily explain why this feels complicated in my head.