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Add setting to show or hide the moving average arrow
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3f92bef9df
commit
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@ -30,6 +30,9 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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Precision = 0.1f,
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};
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[SettingSource("Show moving average arrow", "Whether an arrow should move beneath the bar showing the average error.")]
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public Bindable<bool> ShowMovingAverage { get; } = new BindableBool(true);
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private SpriteIcon arrow;
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private SpriteIcon iconEarly;
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private SpriteIcon iconLate;
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@ -41,6 +44,12 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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private double maxHitWindow;
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private double floatingAverage;
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private Container colourBars;
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private Container arrowContainer;
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private const int max_concurrent_judgements = 50;
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public BarHitErrorMeter()
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{
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AutoSizeAxes = Axes.Both;
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@ -134,13 +143,16 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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},
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}
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},
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new Container
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arrowContainer = new Container
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{
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Name = "average chevron",
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Origin = Anchor.CentreRight,
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Width = chevron_size,
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X = chevron_size,
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RelativeSizeAxes = Axes.Y,
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Alpha = 0,
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Scale = new Vector2(0, 1),
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Child = arrow = new SpriteIcon
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{
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Anchor = Anchor.TopCentre,
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@ -164,8 +176,15 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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colourBars.Height = 0;
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colourBars.ResizeHeightTo(1, 800, Easing.OutQuint);
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arrow.Alpha = 0;
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arrow.Delay(200).FadeInFromZero(600);
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// delay the arrow appearance animation for only the initial appearance.
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using (arrowContainer.BeginDelayedSequence(250))
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{
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ShowMovingAverage.BindValueChanged(visible =>
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{
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arrowContainer.FadeTo(visible.NewValue ? 1 : 0, 250, Easing.OutQuint);
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arrowContainer.ScaleTo(visible.NewValue ? new Vector2(1) : new Vector2(0, 1), 250, Easing.OutQuint);
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}, true);
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}
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}
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protected override void Update()
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@ -233,11 +252,6 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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}
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}
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private double floatingAverage;
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private Container colourBars;
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private const int max_concurrent_judgements = 50;
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protected override void OnNewJudgement(JudgementResult judgement)
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{
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const int arrow_move_duration = 800;
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