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Display storyboard in editor background
Fixes the main part of https://github.com/ppy/osu/issues/31144. Support for selecting a video will come later. Making this work was an absolutely awful time full of dealing with delightfully kooky issues, and yielded in a very weird-shaped contraption. There is at least one issue remaining wherein storyboard videos do not actually display until the track is started in editor, but that is 99% a framework issue and I do not currently have the mental fortitude to diagnose further.
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73083e1337
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@ -218,6 +218,7 @@ namespace osu.Game.Configuration
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SetDefault(OsuSetting.AlwaysShowHoldForMenuButton, false);
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SetDefault(OsuSetting.AlwaysShowHoldForMenuButton, false);
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SetDefault(OsuSetting.AlwaysRequireHoldingForPause, false);
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SetDefault(OsuSetting.AlwaysRequireHoldingForPause, false);
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SetDefault(OsuSetting.EditorShowStoryboard, true);
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}
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}
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protected override bool CheckLookupContainsPrivateInformation(OsuSetting lookup)
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protected override bool CheckLookupContainsPrivateInformation(OsuSetting lookup)
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@ -452,5 +453,6 @@ namespace osu.Game.Configuration
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AlwaysRequireHoldingForPause,
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AlwaysRequireHoldingForPause,
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MultiplayerShowInProgressFilter,
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MultiplayerShowInProgressFilter,
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BeatmapListingFeaturedArtistFilter,
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BeatmapListingFeaturedArtistFilter,
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EditorShowStoryboard,
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}
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}
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}
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}
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117
osu.Game/Screens/Backgrounds/EditorBackgroundScreen.cs
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117
osu.Game/Screens/Backgrounds/EditorBackgroundScreen.cs
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@ -0,0 +1,117 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Timing;
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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.Graphics.Backgrounds;
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using osu.Game.Storyboards.Drawables;
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namespace osu.Game.Screens.Backgrounds
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{
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public partial class EditorBackgroundScreen : BackgroundScreen
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{
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private readonly WorkingBeatmap beatmap;
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private readonly Container dimContainer;
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private CancellationTokenSource? cancellationTokenSource;
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private Bindable<float> dimLevel = null!;
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private Bindable<bool> showStoryboard = null!;
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private BeatmapBackground background = null!;
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private Container storyboardContainer = null!;
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private IFrameBasedClock? clockSource;
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public EditorBackgroundScreen(WorkingBeatmap beatmap)
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{
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this.beatmap = beatmap;
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InternalChild = dimContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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dimContainer.AddRange(createContent());
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background = dimContainer.OfType<BeatmapBackground>().Single();
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storyboardContainer = dimContainer.OfType<Container>().Single();
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dimLevel = config.GetBindable<float>(OsuSetting.EditorDim);
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showStoryboard = config.GetBindable<bool>(OsuSetting.EditorShowStoryboard);
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}
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private IEnumerable<Drawable> createContent() =>
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[
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new BeatmapBackground(beatmap) { RelativeSizeAxes = Axes.Both, },
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// this kooky container nesting is here because the storyboard needs a custom clock
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// but also needs it on an isolated-enough level that doesn't break screen stack expiry logic (which happens if the clock was put on `this`),
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// or doesn't make it literally impossible to fade the storyboard in/out in real time (which happens if the fade transforms were to be applied directly to the storyboard).
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = new DrawableStoryboard(beatmap.Storyboard)
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{
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Clock = clockSource ?? Clock,
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}
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}
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];
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protected override void LoadComplete()
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{
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base.LoadComplete();
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dimLevel.BindValueChanged(_ => dimContainer.FadeColour(OsuColour.Gray(1 - dimLevel.Value), 500, Easing.OutQuint), true);
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showStoryboard.BindValueChanged(_ => updateState());
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updateState(0);
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}
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private void updateState(double duration = 500)
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{
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storyboardContainer.FadeTo(showStoryboard.Value ? 1 : 0, duration, Easing.OutQuint);
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// yes, this causes overdraw, but is also a (crude) fix for bad-looking transitions on screen entry
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// caused by the previous background on the background stack poking out from under this one and then instantly fading out
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background.FadeColour(beatmap.Storyboard.ReplacesBackground && showStoryboard.Value ? Colour4.Black : Colour4.White, duration, Easing.OutQuint);
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}
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public void ChangeClockSource(IFrameBasedClock frameBasedClock)
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{
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clockSource = frameBasedClock;
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if (IsLoaded)
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storyboardContainer.Child.Clock = frameBasedClock;
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}
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public void RefreshBackground()
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{
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cancellationTokenSource?.Cancel();
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LoadComponentsAsync(createContent(), loaded =>
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{
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dimContainer.Clear();
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dimContainer.AddRange(loaded);
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background = dimContainer.OfType<BeatmapBackground>().Single();
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storyboardContainer = dimContainer.OfType<Container>().Single();
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updateState(0);
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}, (cancellationTokenSource ??= new CancellationTokenSource()).Token);
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}
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public override bool Equals(BackgroundScreen? other)
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{
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if (other is not EditorBackgroundScreen otherBeatmapBackground)
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return false;
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return base.Equals(other) && beatmap == otherBeatmapBackground.beatmap;
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}
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}
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}
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@ -45,6 +45,7 @@ using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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@ -54,7 +55,6 @@ using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Edit.Timing;
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using osu.Game.Screens.Edit.Timing;
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using osu.Game.Screens.Edit.Verify;
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using osu.Game.Screens.Edit.Verify;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.Play;
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using osu.Game.Users;
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using osu.Game.Users;
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using osuTK.Input;
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using osuTK.Input;
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using WebCommonStrings = osu.Game.Resources.Localisation.Web.CommonStrings;
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using WebCommonStrings = osu.Game.Resources.Localisation.Web.CommonStrings;
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@ -63,7 +63,7 @@ namespace osu.Game.Screens.Edit
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{
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{
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[Cached(typeof(IBeatSnapProvider))]
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[Cached(typeof(IBeatSnapProvider))]
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[Cached]
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[Cached]
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public partial class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler, IBeatSyncProvider
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public partial class Editor : OsuScreen, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler, IBeatSyncProvider
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{
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{
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/// <summary>
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/// <summary>
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/// An offset applied to waveform visuals to align them with expectations.
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/// An offset applied to waveform visuals to align them with expectations.
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@ -210,6 +210,7 @@ namespace osu.Game.Screens.Edit
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private OnScreenDisplay onScreenDisplay { get; set; }
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private OnScreenDisplay onScreenDisplay { get; set; }
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private Bindable<float> editorBackgroundDim;
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private Bindable<float> editorBackgroundDim;
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private Bindable<bool> editorShowStoryboard;
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private Bindable<bool> editorHitMarkers;
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private Bindable<bool> editorHitMarkers;
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private Bindable<bool> editorAutoSeekOnPlacement;
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private Bindable<bool> editorAutoSeekOnPlacement;
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private Bindable<bool> editorLimitedDistanceSnap;
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private Bindable<bool> editorLimitedDistanceSnap;
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@ -320,6 +321,7 @@ namespace osu.Game.Screens.Edit
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OsuMenuItem redoMenuItem;
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OsuMenuItem redoMenuItem;
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editorBackgroundDim = config.GetBindable<float>(OsuSetting.EditorDim);
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editorBackgroundDim = config.GetBindable<float>(OsuSetting.EditorDim);
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editorShowStoryboard = config.GetBindable<bool>(OsuSetting.EditorShowStoryboard);
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editorHitMarkers = config.GetBindable<bool>(OsuSetting.EditorShowHitMarkers);
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editorHitMarkers = config.GetBindable<bool>(OsuSetting.EditorShowHitMarkers);
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editorAutoSeekOnPlacement = config.GetBindable<bool>(OsuSetting.EditorAutoSeekOnPlacement);
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editorAutoSeekOnPlacement = config.GetBindable<bool>(OsuSetting.EditorAutoSeekOnPlacement);
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editorLimitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
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editorLimitedDistanceSnap = config.GetBindable<bool>(OsuSetting.EditorLimitedDistanceSnap);
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@ -398,7 +400,13 @@ namespace osu.Game.Screens.Edit
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},
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},
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]
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]
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},
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},
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new OsuMenuItemSpacer(),
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new BackgroundDimMenuItem(editorBackgroundDim),
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new BackgroundDimMenuItem(editorBackgroundDim),
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new ToggleMenuItem("Show storyboard")
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{
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State = { BindTarget = editorShowStoryboard },
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},
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new OsuMenuItemSpacer(),
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new ToggleMenuItem(EditorStrings.ShowHitMarkers)
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new ToggleMenuItem(EditorStrings.ShowHitMarkers)
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{
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{
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State = { BindTarget = editorHitMarkers },
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State = { BindTarget = editorHitMarkers },
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[Resolved]
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[Resolved]
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private MusicController musicController { get; set; }
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private MusicController musicController { get; set; }
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protected override BackgroundScreen CreateBackground() => new EditorBackgroundScreen(Beatmap.Value);
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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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@ -867,9 +877,8 @@ namespace osu.Game.Screens.Edit
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{
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{
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ApplyToBackground(b =>
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ApplyToBackground(b =>
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{
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{
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b.IgnoreUserSettings.Value = true;
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var editorBackground = (EditorBackgroundScreen)b;
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b.DimWhenUserSettingsIgnored.Value = editorBackgroundDim.Value;
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editorBackground.ChangeClockSource(clock);
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b.BlurAmount.Value = 0;
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});
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});
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}
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}
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@ -908,11 +917,6 @@ namespace osu.Game.Screens.Edit
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beatmap.EditorTimestamp = clock.CurrentTime;
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beatmap.EditorTimestamp = clock.CurrentTime;
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});
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});
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ApplyToBackground(b =>
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{
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b.DimWhenUserSettingsIgnored.Value = 0;
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});
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resetTrack();
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resetTrack();
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refetchBeatmap();
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refetchBeatmap();
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@ -12,6 +12,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Overlays;
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using osu.Game.Localisation;
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using osu.Game.Localisation;
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using osu.Game.Models;
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using osu.Game.Models;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Utils;
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using osu.Game.Utils;
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namespace osu.Game.Screens.Edit.Setup
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namespace osu.Game.Screens.Edit.Setup
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@ -87,7 +88,7 @@ namespace osu.Game.Screens.Edit.Setup
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(metadata, name) => metadata.BackgroundFile = name);
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(metadata, name) => metadata.BackgroundFile = name);
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headerBackground.UpdateBackground();
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headerBackground.UpdateBackground();
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editor?.ApplyToBackground(bg => bg.RefreshBackground());
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editor?.ApplyToBackground(bg => ((EditorBackgroundScreen)bg).RefreshBackground());
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return true;
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return true;
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}
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}
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