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Add scrolling capability to results screen
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@ -24,6 +24,7 @@ namespace osu.Game.Screens.Ranking
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public abstract class ResultsScreen : OsuScreen
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{
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protected const float BACKGROUND_BLUR = 20;
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private static readonly float screen_height = 768 - TwoLayerButton.SIZE_EXTENDED.Y;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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@ -68,10 +69,24 @@ namespace osu.Game.Screens.Ranking
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{
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new ResultsScrollContainer
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{
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Child = panels = new ScorePanelList
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Child = new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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SelectedScore = { BindTarget = SelectedScore }
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Children = new Drawable[]
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{
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panels = new ScorePanelList
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{
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RelativeSizeAxes = Axes.X,
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Height = screen_height,
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SelectedScore = { BindTarget = SelectedScore }
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},
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new StatisticsPanel(Score)
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{
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RelativeSizeAxes = Axes.X,
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Height = screen_height,
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}
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}
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}
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}
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},
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@ -135,11 +150,6 @@ namespace osu.Game.Screens.Ranking
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},
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});
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}
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AddInternal(new StatisticsPanel(Score)
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{
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RelativeSizeAxes = Axes.Both
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});
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}
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protected override void LoadComplete()
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@ -180,27 +190,38 @@ namespace osu.Game.Screens.Ranking
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return base.OnExiting(next);
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}
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[Cached]
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private class ResultsScrollContainer : OsuScrollContainer
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{
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private readonly Container content;
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protected override Container<Drawable> Content => content;
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public ResultsScrollContainer()
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{
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base.Content.Add(content = new Container
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{
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RelativeSizeAxes = Axes.X
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});
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RelativeSizeAxes = Axes.Both;
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ScrollbarVisible = false;
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}
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protected override void Update()
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protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
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{
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base.Update();
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content.Height = Math.Max(768 - TwoLayerButton.SIZE_EXTENDED.Y, DrawHeight);
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if (!animated)
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{
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// If the user is scrolling via mouse drag, follow the mouse 1:1.
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base.OnUserScroll(value, false, distanceDecay);
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}
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else
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{
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float direction = Math.Sign(value - Target);
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float target = Target + direction * screen_height;
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if (target <= -screen_height / 2 || target >= ScrollableExtent + screen_height / 2)
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{
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// If the user is already at either extent and scrolling in the clamped direction, we want to follow the default scroll exactly so that the bounces aren't too harsh.
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base.OnUserScroll(value, true, distanceDecay);
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}
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else
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{
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// Otherwise, scroll one screen in the target direction.
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base.OnUserScroll(target, true, distanceDecay);
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}
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}
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}
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}
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}
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