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Remove "Opacity" setting
This should be implemented at a higher level
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f3898da37a
commit
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@ -32,12 +32,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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public TestSceneColourHitErrorMeter()
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public TestSceneColourHitErrorMeter()
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{
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{
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AddSliderStep("Manual Opacity test", 0.01f, 1, 1, alpha =>
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{
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if (colourHitErrorMeter.IsNotNull())
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colourHitErrorMeter.HitShapeOpacity.Value = alpha;
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});
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AddSliderStep("Manual spacing test", 0, 10, 2, spacing =>
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AddSliderStep("Manual spacing test", 0, 10, 2, spacing =>
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{
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{
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if (colourHitErrorMeter.IsNotNull())
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if (colourHitErrorMeter.IsNotNull())
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@ -75,14 +69,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override Ruleset CreateRuleset() => new OsuRuleset();
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protected override Ruleset CreateRuleset() => new OsuRuleset();
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[Test]
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public void TestOpacityChange()
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{
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AddRepeatStep("Add judgement", applyOneJudgement, 5);
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AddStep("Change opacity to 30%", () => colourHitErrorMeter.HitShapeOpacity.Value = 0.3f);
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AddRepeatStep("Add judgement", applyOneJudgement, 5);
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}
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[Test]
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[Test]
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public void TestSpacingChange()
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public void TestSpacingChange()
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{
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{
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@ -28,14 +28,6 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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Precision = 1
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Precision = 1
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};
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};
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[SettingSource("Opacity", "Visibility of the displayed judgements")]
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public BindableNumber<float> HitShapeOpacity { get; } = new BindableNumber<float>(1)
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{
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MinValue = 0.01f,
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MaxValue = 1,
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Precision = 0.01f,
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};
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[SettingSource("Spacing", "Space between each displayed judgement")]
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[SettingSource("Spacing", "Space between each displayed judgement")]
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public BindableNumber<float> HitShapeSpacing { get; } = new BindableNumber<float>(2)
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public BindableNumber<float> HitShapeSpacing { get; } = new BindableNumber<float>(2)
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{
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{
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@ -66,7 +58,6 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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HitShapeOpacity.BindValueChanged(_ => judgementsFlow.Alpha = HitShapeOpacity.Value, true);
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HitShapeSpacing.BindValueChanged(_ =>
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HitShapeSpacing.BindValueChanged(_ =>
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{
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{
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judgementsFlow.Height = JudgementCount.Value * (drawable_judgement_size + HitShapeSpacing.Value) - HitShapeSpacing.Value;
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judgementsFlow.Height = JudgementCount.Value * (drawable_judgement_size + HitShapeSpacing.Value) - HitShapeSpacing.Value;
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