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Fix background dim application to avoid overdraw, transition smoother
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parent
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commit
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@ -5,16 +5,14 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Backgrounds;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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@ -31,16 +29,13 @@ namespace osu.Game.Screens.Play
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Alpha = 0f;
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}
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public BackgroundScreenBeatmap DimmableBackground { get; set; }
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, IBindable<WorkingBeatmap> beatmap)
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{
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(0.5f),
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},
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warningContent = new FillFlowContainer
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{
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Anchor = Anchor.Centre,
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@ -88,10 +83,11 @@ namespace osu.Game.Screens.Play
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protected override void PopIn()
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{
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this.FadeIn(500, Easing.InQuint)
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.TransformBindableTo(trackVolumeOnEpilepsyWarning, 0.25, 500, Easing.InQuint);
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this.TransformBindableTo(trackVolumeOnEpilepsyWarning, 0.25, FADE_DURATION);
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warningContent.FadeIn(500, Easing.InQuint);
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DimmableBackground?.FadeColour(OsuColour.Gray(0.5f), FADE_DURATION, Easing.OutQuint);
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this.FadeIn(FADE_DURATION, Easing.OutQuint);
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}
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protected override void PopOut()
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@ -167,6 +167,9 @@ namespace osu.Game.Screens.Play
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{
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base.OnEntering(last);
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if (epilepsyWarning != null)
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epilepsyWarning.DimmableBackground = Background;
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content.ScaleTo(0.7f);
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Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
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