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Merge branch 'master' into fix-multiple-tracks-playing
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commit
08497427fd
@ -1 +1 @@
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Subproject commit 9a773e62eb246206b918ba4fccf9f2507aaa4595
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Subproject commit 500a791577979669e47eece699d5bd8b9068ee4b
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@ -8,6 +8,7 @@ using OpenTK;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Framework.Configuration;
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using osu.Framework.Configuration;
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using osu.Framework.MathUtils;
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namespace osu.Game.Graphics.Containers
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namespace osu.Game.Graphics.Containers
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{
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{
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@ -61,8 +62,9 @@ namespace osu.Game.Graphics.Containers
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if (parallaxEnabled)
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if (parallaxEnabled)
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{
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{
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Vector2 offset = input.CurrentState.Mouse == null ? Vector2.Zero : ToLocalSpace(input.CurrentState.Mouse.NativeState.Position) - DrawSize / 2;
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Vector2 offset = (input.CurrentState.Mouse == null ? Vector2.Zero : ToLocalSpace(input.CurrentState.Mouse.NativeState.Position) - DrawSize / 2) * ParallaxAmount;
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content.MoveTo(offset * ParallaxAmount, firstUpdate ? 0 : 1000, Easing.OutQuint);
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content.Position = Interpolation.ValueAt(Clock.ElapsedFrameTime, content.Position, offset, 0, 1000, Easing.OutQuint);
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content.Scale = new Vector2(1 + ParallaxAmount);
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content.Scale = new Vector2(1 + ParallaxAmount);
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}
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}
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@ -109,7 +109,7 @@ namespace osu.Game.Screens.Play
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{
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{
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var xFill = value * UsableWidth;
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var xFill = value * UsableWidth;
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fill.Width = xFill;
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fill.Width = xFill;
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handleBase.MoveToX(xFill);
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handleBase.X = xFill;
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}
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}
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protected override void OnUserChange() => OnSeek?.Invoke(Current);
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protected override void OnUserChange() => OnSeek?.Invoke(Current);
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@ -407,12 +407,14 @@ namespace osu.Game.Screens.Select
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continue;
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continue;
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}
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}
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float depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0);
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// Only add if we're not already part of the content.
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// Only add if we're not already part of the content.
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if (!scrollableContent.Contains(item))
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if (!scrollableContent.Contains(item))
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{
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{
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// Makes sure headers are always _below_ items,
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// Makes sure headers are always _below_ items,
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// and depth flows downward.
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// and depth flows downward.
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item.Depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0);
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item.Depth = depth;
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switch (item.LoadState)
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switch (item.LoadState)
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{
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{
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@ -426,6 +428,10 @@ namespace osu.Game.Screens.Select
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break;
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break;
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}
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}
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}
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}
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else
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{
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scrollableContent.ChangeChildDepth(item, depth);
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}
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}
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}
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// this is not actually useful right now, but once we have groups may well be.
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// this is not actually useful right now, but once we have groups may well be.
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