mirror of
https://github.com/ppy/osu
synced 2024-12-14 19:06:07 +00:00
Merge remote-tracking branch 'origin/master' into editor-selection-tool
This commit is contained in:
commit
9c59db4be3
@ -1 +1 @@
|
||||
Subproject commit 797a351db2e852fef5296453641ffbf6b2f6dc11
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||||
Subproject commit e57f32e483fa47ee066becc9e0a1b3187b340606
|
@ -5,7 +5,6 @@ using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.OsuDifficulty;
|
||||
using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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@ -18,6 +17,8 @@ using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu
|
||||
{
|
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@ -33,21 +34,28 @@ namespace osu.Game.Rulesets.Osu
|
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new KeyBinding(InputKey.MouseRight, OsuAction.RightButton),
|
||||
};
|
||||
|
||||
public override IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap) => new[]
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public override IEnumerable<BeatmapStatistic> GetBeatmapStatistics(WorkingBeatmap beatmap)
|
||||
{
|
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new BeatmapStatistic
|
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IEnumerable<HitObject> hitObjects = beatmap.Beatmap.HitObjects;
|
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IEnumerable<HitObject> circles = hitObjects.Where(d => !(d is IHasEndTime));
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IEnumerable<HitObject> sliders = hitObjects.Where(s => s is IHasCurve);
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|
||||
return new[]
|
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{
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Name = @"Circle count",
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Content = beatmap.Beatmap.HitObjects.Count(h => h is HitCircle).ToString(),
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||||
Icon = FontAwesome.fa_dot_circle_o
|
||||
},
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new BeatmapStatistic
|
||||
{
|
||||
Name = @"Slider count",
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||||
Content = beatmap.Beatmap.HitObjects.Count(h => h is Slider).ToString(),
|
||||
Icon = FontAwesome.fa_circle_o
|
||||
}
|
||||
};
|
||||
new BeatmapStatistic
|
||||
{
|
||||
Name = @"Circle Count",
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||||
Content = circles.Count().ToString(),
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Icon = FontAwesome.fa_circle_o
|
||||
},
|
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new BeatmapStatistic
|
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{
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Name = @"Slider Count",
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Content = sliders.Count().ToString(),
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Icon = FontAwesome.fa_circle
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
public override IEnumerable<Mod> GetModsFor(ModType type)
|
||||
{
|
||||
|
69
osu.Game.Tests/Visual/TestCaseBeatmapInfoWedge.cs
Normal file
69
osu.Game.Tests/Visual/TestCaseBeatmapInfoWedge.cs
Normal file
@ -0,0 +1,69 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using OpenTK;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Screens.Select;
|
||||
|
||||
namespace osu.Game.Tests.Visual
|
||||
{
|
||||
public class TestCaseBeatmapInfoWedge : OsuTestCase
|
||||
{
|
||||
private BeatmapManager beatmaps;
|
||||
private readonly Random random;
|
||||
private readonly BeatmapInfoWedge infoWedge;
|
||||
private readonly Bindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();
|
||||
|
||||
public TestCaseBeatmapInfoWedge()
|
||||
{
|
||||
random = new Random(0123);
|
||||
|
||||
Add(infoWedge = new BeatmapInfoWedge
|
||||
{
|
||||
Size = new Vector2(0.5f, 245),
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Margin = new MarginPadding
|
||||
{
|
||||
Top = 20,
|
||||
},
|
||||
});
|
||||
|
||||
AddStep("show", () =>
|
||||
{
|
||||
Content.FadeInFromZero(250);
|
||||
infoWedge.State = Visibility.Visible;
|
||||
infoWedge.UpdateBeatmap(beatmap);
|
||||
});
|
||||
AddStep("hide", () =>
|
||||
{
|
||||
infoWedge.State = Visibility.Hidden;
|
||||
Content.FadeOut(100);
|
||||
});
|
||||
AddStep("random beatmap", randomBeatmap);
|
||||
AddStep("null beatmap", () => infoWedge.UpdateBeatmap(beatmap.Default));
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuGameBase game, BeatmapManager beatmaps)
|
||||
{
|
||||
this.beatmaps = beatmaps;
|
||||
beatmap.BindTo(game.Beatmap);
|
||||
}
|
||||
|
||||
private void randomBeatmap()
|
||||
{
|
||||
var sets = beatmaps.GetAllUsableBeatmapSets();
|
||||
if (sets.Count == 0)
|
||||
return;
|
||||
|
||||
var b = sets[random.Next(0, sets.Count)].Beatmaps[0];
|
||||
beatmap.Value = beatmaps.GetWorkingBeatmap(b);
|
||||
infoWedge.UpdateBeatmap(beatmap);
|
||||
}
|
||||
}
|
||||
}
|
@ -90,6 +90,7 @@
|
||||
<Compile Include="Beatmaps\Formats\LegacyBeatmapDecoderTest.cs" />
|
||||
<Compile Include="Visual\TestCaseBeatmapDetailArea.cs" />
|
||||
<Compile Include="Visual\TestCaseBeatmapDetails.cs" />
|
||||
<Compile Include="Visual\TestCaseBeatmapInfoWedge.cs" />
|
||||
<Compile Include="Visual\TestCaseBeatmapOptionsOverlay.cs" />
|
||||
<Compile Include="Visual\TestCaseBeatmapScoresContainer.cs" />
|
||||
<Compile Include="Visual\TestCaseBeatmapSetOverlay.cs" />
|
||||
|
@ -40,36 +40,45 @@ namespace osu.Game.Beatmaps.Drawables
|
||||
public BeatmapSetInfo BeatmapSet;
|
||||
|
||||
private BeatmapGroupState state;
|
||||
|
||||
public BeatmapGroupState State
|
||||
{
|
||||
get { return state; }
|
||||
set
|
||||
{
|
||||
state = value;
|
||||
|
||||
switch (value)
|
||||
{
|
||||
case BeatmapGroupState.Expanded:
|
||||
Header.State = PanelSelectedState.Selected;
|
||||
foreach (BeatmapPanel panel in BeatmapPanels)
|
||||
panel.State = panel == SelectedPanel ? PanelSelectedState.Selected : PanelSelectedState.NotSelected;
|
||||
break;
|
||||
case BeatmapGroupState.Collapsed:
|
||||
Header.State = PanelSelectedState.NotSelected;
|
||||
foreach (BeatmapPanel panel in BeatmapPanels)
|
||||
panel.State = PanelSelectedState.Hidden;
|
||||
break;
|
||||
case BeatmapGroupState.Hidden:
|
||||
Header.State = PanelSelectedState.Hidden;
|
||||
foreach (BeatmapPanel panel in BeatmapPanels)
|
||||
panel.State = PanelSelectedState.Hidden;
|
||||
break;
|
||||
}
|
||||
|
||||
UpdateState();
|
||||
StateChanged?.Invoke(state);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateState()
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case BeatmapGroupState.Expanded:
|
||||
Header.State = PanelSelectedState.Selected;
|
||||
foreach (BeatmapPanel panel in BeatmapPanels)
|
||||
if (panel == SelectedPanel)
|
||||
panel.State = PanelSelectedState.Selected;
|
||||
else if (panel.Filtered)
|
||||
panel.State = PanelSelectedState.Hidden;
|
||||
else
|
||||
panel.State = PanelSelectedState.NotSelected;
|
||||
break;
|
||||
case BeatmapGroupState.Collapsed:
|
||||
Header.State = PanelSelectedState.NotSelected;
|
||||
foreach (BeatmapPanel panel in BeatmapPanels)
|
||||
panel.State = PanelSelectedState.Hidden;
|
||||
break;
|
||||
case BeatmapGroupState.Hidden:
|
||||
Header.State = PanelSelectedState.Hidden;
|
||||
foreach (BeatmapPanel panel in BeatmapPanels)
|
||||
panel.State = PanelSelectedState.Hidden;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public BeatmapGroup(BeatmapSetInfo beatmapSet, BeatmapManager manager)
|
||||
{
|
||||
if (beatmapSet == null)
|
||||
@ -88,7 +97,7 @@ namespace osu.Game.Beatmaps.Drawables
|
||||
RelativeSizeAxes = Axes.X,
|
||||
};
|
||||
|
||||
BeatmapPanels = BeatmapSet.Beatmaps.Where(b => !b.Hidden).OrderBy(b => b.StarDifficulty).Select(b => new BeatmapPanel(b)
|
||||
BeatmapPanels = BeatmapSet.Beatmaps.Where(b => !b.Hidden).OrderBy(b => b.RulesetID).ThenBy(b => b.StarDifficulty).Select(b => new BeatmapPanel(b)
|
||||
{
|
||||
Alpha = 0,
|
||||
GainedSelection = panelGainedSelection,
|
||||
@ -108,7 +117,7 @@ namespace osu.Game.Beatmaps.Drawables
|
||||
|
||||
//we want to make sure one of our children is selected in the case none have been selected yet.
|
||||
if (SelectedPanel == null)
|
||||
BeatmapPanels.First().State = PanelSelectedState.Selected;
|
||||
BeatmapPanels.First(p => !p.Filtered).State = PanelSelectedState.Selected;
|
||||
}
|
||||
|
||||
private void panelGainedSelection(BeatmapPanel panel)
|
||||
|
@ -2,6 +2,7 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Colour;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
@ -61,6 +62,8 @@ namespace osu.Game.Beatmaps.Drawables
|
||||
return base.OnClick(state);
|
||||
}
|
||||
|
||||
public BindableBool Filtered = new BindableBool();
|
||||
|
||||
protected override void ApplyState(PanelSelectedState last = PanelSelectedState.Hidden)
|
||||
{
|
||||
if (!IsLoaded) return;
|
||||
|
@ -7,6 +7,7 @@ using System.Linq;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Configuration;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Colour;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
@ -157,8 +158,7 @@ namespace osu.Game.Beatmaps.Drawables
|
||||
if (panels == null)
|
||||
throw new ArgumentNullException(nameof(panels));
|
||||
|
||||
foreach (var p in panels)
|
||||
difficultyIcons.Add(new DifficultyIcon(p.Beatmap));
|
||||
difficultyIcons.AddRange(panels.Select(p => new FilterableDifficultyIcon(p)));
|
||||
}
|
||||
|
||||
public MenuItem[] ContextMenuItems
|
||||
@ -178,5 +178,18 @@ namespace osu.Game.Beatmaps.Drawables
|
||||
return items.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
public class FilterableDifficultyIcon : DifficultyIcon
|
||||
{
|
||||
private readonly BindableBool filtered = new BindableBool();
|
||||
|
||||
public FilterableDifficultyIcon(BeatmapPanel panel)
|
||||
: base(panel.Beatmap)
|
||||
{
|
||||
filtered.BindTo(panel.Filtered);
|
||||
filtered.ValueChanged += v => this.FadeTo(v ? 0.1f : 1, 100);
|
||||
filtered.TriggerChange();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -131,7 +131,7 @@ namespace osu.Game.Screens.Select
|
||||
var newSelection =
|
||||
newGroup.BeatmapPanels.Find(p => p.Beatmap.ID == selectedPanel?.Beatmap.ID);
|
||||
|
||||
if(newSelection == null && oldGroup != null && selectedPanel != null)
|
||||
if (newSelection == null && oldGroup != null && selectedPanel != null)
|
||||
newSelection = newGroup.BeatmapPanels[Math.Min(newGroup.BeatmapPanels.Count - 1, oldGroup.BeatmapPanels.IndexOf(selectedPanel))];
|
||||
|
||||
selectGroup(newGroup, newSelection);
|
||||
@ -178,42 +178,62 @@ namespace osu.Game.Screens.Select
|
||||
SelectionChanged?.Invoke(null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Increment selection in the carousel in a chosen direction.
|
||||
/// </summary>
|
||||
/// <param name="direction">The direction to increment. Negative is backwards.</param>
|
||||
/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
|
||||
public void SelectNext(int direction = 1, bool skipDifficulties = true)
|
||||
{
|
||||
// todo: we may want to refactor and remove this as an optimisation in the future.
|
||||
if (groups.All(g => g.State == BeatmapGroupState.Hidden))
|
||||
{
|
||||
selectNullBeatmap();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!skipDifficulties && selectedGroup != null)
|
||||
{
|
||||
int i = selectedGroup.BeatmapPanels.IndexOf(selectedPanel) + direction;
|
||||
int originalIndex = Math.Max(0, groups.IndexOf(selectedGroup));
|
||||
int currentIndex = originalIndex;
|
||||
|
||||
if (i >= 0 && i < selectedGroup.BeatmapPanels.Count)
|
||||
{
|
||||
//changing difficulty panel, not set.
|
||||
selectGroup(selectedGroup, selectedGroup.BeatmapPanels[i]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
// local function to increment the index in the required direction, wrapping over extremities.
|
||||
int incrementIndex() => currentIndex = (currentIndex + direction + groups.Count) % groups.Count;
|
||||
|
||||
int startIndex = Math.Max(0, groups.IndexOf(selectedGroup));
|
||||
int index = startIndex;
|
||||
// in the case we are skipping difficulties, we want to increment the index once before starting to find out new target
|
||||
// (we don't care about the currently selected group).
|
||||
if (skipDifficulties)
|
||||
incrementIndex();
|
||||
|
||||
do
|
||||
{
|
||||
index = (index + direction + groups.Count) % groups.Count;
|
||||
if (groups[index].State != BeatmapGroupState.Hidden)
|
||||
{
|
||||
if (skipDifficulties)
|
||||
SelectBeatmap(groups[index].SelectedPanel != null ? groups[index].SelectedPanel.Beatmap : groups[index].BeatmapPanels.First().Beatmap);
|
||||
else
|
||||
SelectBeatmap(direction == 1 ? groups[index].BeatmapPanels.First().Beatmap : groups[index].BeatmapPanels.Last().Beatmap);
|
||||
var group = groups[currentIndex];
|
||||
|
||||
if (group.State == BeatmapGroupState.Hidden) continue;
|
||||
|
||||
// we are only interested in non-filtered panels.
|
||||
IEnumerable<BeatmapPanel> validPanels = group.BeatmapPanels.Where(p => !p.Filtered);
|
||||
|
||||
// if we are considering difficulties, we need to do a few extrea steps.
|
||||
if (!skipDifficulties)
|
||||
{
|
||||
// we want to reverse the panel order if we are searching backwards.
|
||||
if (direction < 0)
|
||||
validPanels = validPanels.Reverse();
|
||||
|
||||
// if we are currently on the selected panel, let's try to find a valid difficulty before leaving to the next group.
|
||||
// the first valid difficulty is found by skipping to the selected panel and then one further.
|
||||
if (currentIndex == originalIndex)
|
||||
validPanels = validPanels.SkipWhile(p => p != selectedPanel).Skip(1);
|
||||
}
|
||||
|
||||
var next = validPanels.FirstOrDefault();
|
||||
|
||||
// at this point, we can perform the selection change if we have a valid new target, else continue to increment in the specified direction.
|
||||
if (next != null)
|
||||
{
|
||||
selectGroup(group, next);
|
||||
return;
|
||||
}
|
||||
} while (index != startIndex);
|
||||
} while (incrementIndex() != originalIndex);
|
||||
}
|
||||
|
||||
private IEnumerable<BeatmapGroup> getVisibleGroups() => groups.Where(selectGroup => selectGroup.State != BeatmapGroupState.Hidden);
|
||||
@ -307,6 +327,8 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
computeYPositions();
|
||||
|
||||
selectedGroup?.UpdateState();
|
||||
|
||||
if (selectedGroup == null || selectedGroup.State == BeatmapGroupState.Hidden)
|
||||
SelectNext();
|
||||
else
|
||||
@ -421,11 +443,13 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
panel.MoveToX(-50, 500, Easing.OutExpo);
|
||||
|
||||
bool isHidden = panel.State == PanelSelectedState.Hidden;
|
||||
|
||||
//on first display we want to begin hidden under our group's header.
|
||||
if (panel.Alpha == 0)
|
||||
if (isHidden || panel.Alpha == 0)
|
||||
panel.MoveToY(headerY);
|
||||
|
||||
movePanel(panel, true, animated, ref currentY);
|
||||
movePanel(panel, !isHidden, animated, ref currentY);
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -459,8 +483,8 @@ namespace osu.Game.Screens.Select
|
||||
{
|
||||
try
|
||||
{
|
||||
if (panel == null)
|
||||
panel = group.BeatmapPanels.First();
|
||||
if (panel == null || panel.Filtered == true)
|
||||
panel = group.BeatmapPanels.First(p => !p.Filtered);
|
||||
|
||||
if (selectedPanel == panel) return;
|
||||
|
||||
|
@ -4,6 +4,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.Drawables;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Screens.Select.Filter;
|
||||
@ -18,19 +19,26 @@ namespace osu.Game.Screens.Select
|
||||
public RulesetInfo Ruleset;
|
||||
public bool AllowConvertedBeatmaps;
|
||||
|
||||
private bool canConvert(BeatmapInfo beatmapInfo) => beatmapInfo.RulesetID == Ruleset.ID || beatmapInfo.RulesetID == 0 && Ruleset.ID > 0 && AllowConvertedBeatmaps;
|
||||
|
||||
public void Filter(List<BeatmapGroup> groups)
|
||||
{
|
||||
foreach (var g in groups)
|
||||
{
|
||||
var set = g.BeatmapSet;
|
||||
|
||||
bool hasCurrentMode = AllowConvertedBeatmaps || set.Beatmaps.Any(bm => bm.RulesetID == (Ruleset?.ID ?? 0));
|
||||
// we only support converts from osu! mode to other modes for now.
|
||||
// in the future this will have to change, at which point this condition will become a touch more complicated.
|
||||
bool hasCurrentMode = set.Beatmaps.Any(canConvert);
|
||||
|
||||
bool match = hasCurrentMode;
|
||||
|
||||
if (!string.IsNullOrEmpty(SearchText))
|
||||
match &= set.Metadata.SearchableTerms.Any(term => term.IndexOf(SearchText, StringComparison.InvariantCultureIgnoreCase) >= 0);
|
||||
|
||||
foreach (var panel in g.BeatmapPanels)
|
||||
panel.Filtered.Value = !canConvert(panel.Beatmap);
|
||||
|
||||
switch (g.State)
|
||||
{
|
||||
case BeatmapGroupState.Hidden:
|
||||
|
@ -2,7 +2,6 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using OpenTK;
|
||||
using OpenTK.Input;
|
||||
@ -309,14 +308,7 @@ namespace osu.Game.Screens.Select
|
||||
carousel.Filter(criteria, debounce);
|
||||
}
|
||||
|
||||
private void onBeatmapSetAdded(BeatmapSetInfo s)
|
||||
{
|
||||
Schedule(() =>
|
||||
{
|
||||
carousel.UpdateBeatmapSet(s);
|
||||
carousel.SelectBeatmap(s.Beatmaps.First());
|
||||
});
|
||||
}
|
||||
private void onBeatmapSetAdded(BeatmapSetInfo s) => Schedule(() => carousel.UpdateBeatmapSet(s));
|
||||
|
||||
private void onBeatmapSetRemoved(BeatmapSetInfo s) => Schedule(() => removeBeatmapSet(s));
|
||||
|
||||
|
@ -602,6 +602,7 @@ Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu-frame
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=Constants/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="AA_BB" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=EnumMember/@EntryIndexedValue"><Policy Inspect="False" Prefix="" Suffix="" Style="AaBb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=LocalConstants/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="aa_bb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=LocalFunctions/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=PrivateConstants/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="aa_bb" /></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=PrivateInstanceFields/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb"><ExtraRule Prefix="_" Suffix="" Style="aaBb" /></Policy></s:String>
|
||||
<s:String x:Key="/Default/CodeStyle/Naming/CSharpNaming/PredefinedNamingRules/=PrivateStaticFields/@EntryIndexedValue"><Policy Inspect="True" Prefix="" Suffix="" Style="aaBb" /></s:String>
|
||||
|
Loading…
Reference in New Issue
Block a user