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Apply half margin of tolerance on both sides before text scrolls
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@ -45,16 +45,28 @@ namespace osu.Game.Tests.Visual.UserInterface
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[Test]
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public void TestLongMetadata()
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{
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AddStep(@"set beatmap", () => Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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AddStep(@"set metadata within tolerance", () => Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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Metadata =
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{
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Artist = "very very very very very very very very very very very long artist",
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ArtistUnicode = "very very very very very very very very very very very long artist",
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Title = "very very very very very very very very very very very long title",
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TitleUnicode = "very very very very very very very very very very very long title",
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Artist = "very very very very very very very very very very verry long artist",
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ArtistUnicode = "very very very very very very very very very very verry long artist",
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Title = "very very very very very verry long title",
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TitleUnicode = "very very very very very verry long title",
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}
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}));
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AddStep(@"set metadata outside bounds", () => Beatmap.Value = CreateWorkingBeatmap(new Beatmap
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{
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Metadata =
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{
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Artist = "very very very very very very very very very very verrry long artist",
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ArtistUnicode = "very very very very very very very very very very verrry long artist",
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Title = "very very very very very verrry long title",
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TitleUnicode = "very very very very very verrry long title",
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}
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}));
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AddStep(@"show", () => nowPlayingOverlay.Show());
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Shapes;
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@ -533,7 +534,8 @@ namespace osu.Game.Overlays
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float textOverflowWidth = mainSpriteText.Width - player_width;
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if (textOverflowWidth > 0)
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// apply half margin of tolerance on both sides before the text scrolls
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if (textOverflowWidth > margin)
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{
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fillerSpriteText.Alpha = 1;
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fillerSpriteText.Text = text;
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