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Removed depth setting from PauseOverlay, removed shadow offset on PauseButton color(why was that even there?), fixed the triangles on PauseButton not masking to the sheared container, made PauseButton call it's action on MouseUp instead of MouseDown to match stable
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@ -28,7 +28,7 @@ namespace osu.Desktop.VisualTests.Tests
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ColourInfo = ColourInfo.GradientVertical(Color4.Gray, Color4.WhiteSmoke),
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RelativeSizeAxes = Framework.Graphics.Axes.Both,
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});
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Add(pauseOverlay = new PauseOverlay());
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Add(pauseOverlay = new PauseOverlay { Depth = -1 });
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Add(new Button
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{
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@ -59,15 +59,10 @@ namespace osu.Game.Overlays.Pause
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public override bool Contains(Vector2 screenSpacePos) => backgroundContainer.Contains(screenSpacePos);
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protected override bool OnMouseDown(Framework.Input.InputState state, MouseDownEventArgs args)
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{
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colourContainer.ResizeTo(new Vector2(colourWidth, 1f), 1000, EasingTypes.Out);
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return true;
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}
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protected override bool OnMouseUp(Framework.Input.InputState state, MouseUpEventArgs args)
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{
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colourContainer.ResizeTo(new Vector2(1.1f, 1f), pressExpandTime, EasingTypes.In);
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sampleClick?.Play();
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Action?.Invoke();
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return true;
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}
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@ -170,7 +165,6 @@ namespace osu.Game.Overlays.Pause
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Type = EdgeEffectType.Shadow,
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Colour = Color4.Black.Opacity(0.2f),
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Radius = 5,
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Offset = new Vector2(0, 5),
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},
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Colour = buttonColour,
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Shear = new Vector2(shear, 0),
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@ -183,7 +177,6 @@ namespace osu.Game.Overlays.Pause
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},
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new Triangles
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{
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Masking = true,
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BlendingMode = BlendingMode.Additive,
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RelativeSizeAxes = Axes.Both,
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TriangleScale = 4,
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@ -20,7 +20,7 @@ namespace osu.Game.Overlays.Pause
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public Action OnRetry;
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public Action OnQuit;
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private SpriteText retryCounter;
private PauseProgressBar progressBar;
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private SpriteText retryCounter;
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[BackgroundDependencyLoader]
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@ -76,7 +76,7 @@ namespace osu.Game.Overlays.Pause
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ShadowColour = new Color4(0, 0, 0, 0.25f),
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TextSize = 18,
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},
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progressBar = new PauseProgressBar
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new PauseProgressBar
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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