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Improve positioning and positioning code clarity for argon / triangles implementations
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@ -168,14 +168,19 @@ namespace osu.Game.Skinning
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if (songProgress != null)
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{
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songProgress.Position = new Vector2(0, -10);
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const float padding = 10;
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songProgress.Position = new Vector2(0, -padding);
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songProgress.Scale = new Vector2(0.9f, 1);
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if (keyCounter != null)
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if (keyCounter != null && hitError != null)
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{
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// Hard to find this at runtime, so taken from the most expanded state during replay.
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const float song_progress_offset_height = 36 + padding;
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keyCounter.Anchor = Anchor.BottomLeft;
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keyCounter.Origin = Anchor.BottomLeft;
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keyCounter.Position = new Vector2(50, -57);
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keyCounter.Position = new Vector2(hitError.Width + padding, -(padding * 2 + song_progress_offset_height));
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}
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}
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}
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@ -148,9 +148,12 @@ namespace osu.Game.Skinning
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{
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const float padding = 10;
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// Hard to find this at runtime, so taken from the most expanded state during replay.
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const float song_progress_offset_height = 73;
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keyCounter.Anchor = Anchor.BottomRight;
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keyCounter.Origin = Anchor.BottomRight;
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keyCounter.Position = new Vector2(-padding, -(60 + padding));
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keyCounter.Position = new Vector2(-padding, -(song_progress_offset_height + padding));
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}
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})
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{
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