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Add handling of opacity to timeline waveform display
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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Audio;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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@ -67,8 +68,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private TimelineControlPointDisplay controlPoints;
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private Bindable<float> waveformOpacity;
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[BackgroundDependencyLoader]
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private void load(IBindable<WorkingBeatmap> beatmap, OsuColour colours)
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private void load(IBindable<WorkingBeatmap> beatmap, OsuColour colours, OsuConfigManager config)
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{
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AddRange(new Drawable[]
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{
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@ -95,7 +98,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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// We don't want the centre marker to scroll
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AddInternal(new CentreMarker { Depth = float.MaxValue });
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WaveformVisible.ValueChanged += visible => waveform.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint);
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waveformOpacity = config.GetBindable<float>(OsuSetting.EditorWaveformOpacity);
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waveformOpacity.BindValueChanged(_ => updateWaveformOpacity(), true);
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WaveformVisible.ValueChanged += _ => updateWaveformOpacity();
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ControlPointsVisible.ValueChanged += visible => controlPoints.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint);
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TicksVisible.ValueChanged += visible => ticks.FadeTo(visible.NewValue ? 1 : 0, 200, Easing.OutQuint);
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@ -115,6 +121,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}, true);
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}
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private void updateWaveformOpacity() =>
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waveform.FadeTo(WaveformVisible.Value ? waveformOpacity.Value : 0, 200, Easing.OutQuint);
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private float getZoomLevelForVisibleMilliseconds(double milliseconds) => Math.Max(1, (float)(track.Length / milliseconds));
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protected override void Update()
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