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Merge branch 'master' into tooltips
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commit
5e00995948
@ -838,18 +838,25 @@ namespace osu.Game.Tests.Visual.Navigation
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[Test]
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public void TestExitWithOperationInProgress()
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{
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AddUntilStep("wait for dialog overlay", () => Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null);
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int x = 0;
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AddUntilStep("wait for dialog overlay", () =>
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{
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x = 0;
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return Game.ChildrenOfType<DialogOverlay>().SingleOrDefault() != null;
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});
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AddRepeatStep("start ongoing operation", () =>
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{
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Game.Notifications.Post(new ProgressNotification
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{
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Text = "Something is still running",
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Text = $"Something is still running #{++x}",
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Progress = 0.5f,
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State = ProgressNotificationState.Active,
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});
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}, 15);
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AddAssert("all notifications = 15", () => Game.Notifications.AllNotifications.Count(), () => Is.EqualTo(15));
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AddStep("Hold escape", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("confirmation dialog shown", () => Game.ChildrenOfType<DialogOverlay>().Single().CurrentDialog is ConfirmExitDialog);
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AddStep("Release escape", () => InputManager.ReleaseKey(Key.Escape));
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@ -31,7 +31,7 @@ namespace osu.Game.Overlays
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/// <summary>
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/// All notifications currently being displayed by the toast tray.
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/// </summary>
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public IEnumerable<Notification> Notifications => toastFlow;
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public IEnumerable<Notification> Notifications => toastFlow.Concat(InternalChildren.OfType<Notification>());
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public bool IsDisplayingToasts => toastFlow.Count > 0;
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@ -43,12 +43,7 @@ namespace osu.Game.Overlays
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public Action<Notification>? ForwardNotificationToPermanentStore { get; set; }
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public int UnreadCount => allDisplayedNotifications.Count(n => !n.WasClosed && !n.Read);
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/// <summary>
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/// Notifications contained in the toast flow, or in a detached state while they animate during forwarding to the main overlay.
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/// </summary>
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private IEnumerable<Notification> allDisplayedNotifications => toastFlow.Concat(InternalChildren.OfType<Notification>());
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public int UnreadCount => Notifications.Count(n => !n.WasClosed && !n.Read);
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private int runningDepth;
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@ -91,11 +86,7 @@ namespace osu.Game.Overlays
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};
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}
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public void MarkAllRead()
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{
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toastFlow.Children.ForEach(n => n.Read = true);
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InternalChildren.OfType<Notification>().ForEach(n => n.Read = true);
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}
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public void MarkAllRead() => Notifications.ForEach(n => n.Read = true);
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public void FlushAllToasts()
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{
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@ -1,8 +1,6 @@
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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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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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@ -19,7 +17,6 @@ using osu.Game.Input.Bindings;
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using osu.Game.Overlays.Volume;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Overlays
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{
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@ -27,17 +24,17 @@ namespace osu.Game.Overlays
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{
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private const float offset = 10;
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private VolumeMeter volumeMeterMaster;
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private VolumeMeter volumeMeterEffect;
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private VolumeMeter volumeMeterMusic;
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private MuteButton muteButton;
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private VolumeMeter volumeMeterMaster = null!;
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private VolumeMeter volumeMeterEffect = null!;
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private VolumeMeter volumeMeterMusic = null!;
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private MuteButton muteButton = null!;
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private SelectionCycleFillFlowContainer<VolumeMeter> volumeMeters = null!;
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private readonly BindableDouble muteAdjustment = new BindableDouble();
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public Bindable<bool> IsMuted { get; } = new Bindable<bool>();
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private SelectionCycleFillFlowContainer<VolumeMeter> volumeMeters;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, OsuColour colours)
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{
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@ -140,8 +137,6 @@ namespace osu.Game.Overlays
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return false;
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}
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private ScheduledDelegate popOutDelegate;
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public void FocusMasterVolume()
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{
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volumeMeters.Select(volumeMeterMaster);
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@ -179,30 +174,6 @@ namespace osu.Game.Overlays
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return base.OnMouseMove(e);
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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Adjust(GlobalAction.PreviousVolumeMeter);
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return true;
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case Key.Right:
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Adjust(GlobalAction.NextVolumeMeter);
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return true;
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case Key.Down:
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Adjust(GlobalAction.DecreaseVolume);
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return true;
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case Key.Up:
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Adjust(GlobalAction.IncreaseVolume);
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return true;
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}
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return base.OnKeyDown(e);
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}
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protected override bool OnHover(HoverEvent e)
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{
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schedulePopOut();
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@ -215,6 +186,8 @@ namespace osu.Game.Overlays
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base.OnHoverLost(e);
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}
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private ScheduledDelegate? popOutDelegate;
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private void schedulePopOut()
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{
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popOutDelegate?.Cancel();
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@ -132,7 +132,7 @@ namespace osu.Game.Rulesets.Edit
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InternalChildren = new[]
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{
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PlayfieldContentContainer = new ContentContainer
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PlayfieldContentContainer = new Container
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{
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Name = "Playfield content",
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RelativeSizeAxes = Axes.Y,
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@ -269,6 +269,7 @@ namespace osu.Game.Rulesets.Edit
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composerFocusMode.BindValueChanged(_ =>
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{
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// Transforms should be kept in sync with other usages of composer focus mode.
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if (!composerFocusMode.Value)
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{
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leftToolboxBackground.FadeIn(750, Easing.OutQuint);
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@ -303,6 +304,8 @@ namespace osu.Game.Rulesets.Edit
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PlayfieldContentContainer.Width = Math.Max(1024, DrawWidth) - (TOOLBOX_CONTRACTED_SIZE_LEFT + TOOLBOX_CONTRACTED_SIZE_RIGHT);
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PlayfieldContentContainer.X = TOOLBOX_CONTRACTED_SIZE_LEFT;
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}
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composerFocusMode.Value = PlayfieldContentContainer.Contains(InputManager.CurrentState.Mouse.Position);
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}
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public override Playfield Playfield => drawableRulesetWrapper.Playfield;
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@ -529,31 +532,6 @@ namespace osu.Game.Rulesets.Edit
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}
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#endregion
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private partial class ContentContainer : Container
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{
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public override bool HandlePositionalInput => true;
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private readonly Bindable<bool> composerFocusMode = new Bindable<bool>();
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[BackgroundDependencyLoader(true)]
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private void load([CanBeNull] Editor editor)
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{
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if (editor != null)
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composerFocusMode.BindTo(editor.ComposerFocusMode);
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}
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protected override bool OnHover(HoverEvent e)
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{
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composerFocusMode.Value = true;
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return false;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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composerFocusMode.Value = false;
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}
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}
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}
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/// <summary>
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@ -82,6 +82,7 @@ namespace osu.Game.Screens.Edit
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saveInProgress.BindValueChanged(_ => TestGameplayButton.Enabled.Value = !saveInProgress.Value, true);
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composerFocusMode.BindValueChanged(_ =>
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{
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// Transforms should be kept in sync with other usages of composer focus mode.
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foreach (var c in this.ChildrenOfType<BottomBarContainer>())
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{
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if (!composerFocusMode.Value)
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@ -9,7 +9,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Overlays;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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@ -40,7 +39,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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RelativeSizeAxes = Axes.Y,
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Width = bar_width,
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Blending = BlendingParameters.Additive,
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Colour = ColourInfo.GradientVertical(colours.Colour2, Color4.Black),
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Colour = ColourInfo.GradientVertical(colours.Colour2.Opacity(0.6f), colours.Colour2.Opacity(0)),
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},
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new Triangle
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{
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@ -33,6 +33,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public DifficultyPointPiece(HitObject hitObject)
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{
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HitObject = hitObject;
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Y = -2.5f;
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speedMultiplier = (hitObject as IHasSliderVelocity)?.SliderVelocityMultiplierBindable.GetBoundCopy();
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}
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@ -35,6 +35,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public SamplePointPiece(HitObject hitObject)
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{
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HitObject = hitObject;
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Y = 2.5f;
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}
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public bool AlternativeColor { get; init; }
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@ -134,6 +134,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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composerFocusMode.BindValueChanged(_ =>
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{
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// Transforms should be kept in sync with other usages of composer focus mode.
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if (!composerFocusMode.Value)
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timelineBackground.FadeIn(750, Easing.OutQuint);
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else
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@ -519,7 +519,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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Type = EdgeEffectType.Shadow,
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Radius = 5,
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Colour = Color4.Black.Opacity(0.4f)
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Colour = Color4.Black.Opacity(0.05f)
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}
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};
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}
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@ -218,6 +218,9 @@ namespace osu.Game.Screens.Edit
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/// This controls the opacity of components like the timelines, sidebars, etc.
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/// In "composer focus" mode the opacity of the aforementioned components is reduced so that the user can focus on the composer better.
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/// </summary>
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/// <remarks>
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/// The state of this bindable is controlled by <see cref="HitObjectComposer"/> when in <see cref="EditorScreenMode.Compose"/> mode.
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/// </remarks>
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public Bindable<bool> ComposerFocusMode { get; } = new Bindable<bool>();
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public Editor(EditorLoader loader = null)
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@ -1015,6 +1018,9 @@ namespace osu.Game.Screens.Edit
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}
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finally
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{
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if (Mode.Value != EditorScreenMode.Compose)
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ComposerFocusMode.Value = false;
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updateSampleDisabledState();
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rebindClipboardBindables();
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}
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