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Fix links not working due to rewrite regression
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@ -77,6 +77,7 @@ namespace osu.Game.Overlays.Changelog
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changelogContentGroup.GenerateText(changelogBuild.ChangelogEntries);
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changelogContentGroup.UpdateChevronTooltips(changelogBuild.Versions.Previous?.DisplayVersion,
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changelogBuild.Versions.Next?.DisplayVersion);
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changelogContentGroup.BuildSelected += OnBuildSelected;
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}
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protected virtual void OnBuildSelected(string updateStream, string version, EventArgs args)
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@ -26,7 +26,9 @@ namespace osu.Game.Overlays.Changelog
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private readonly SpriteIcon chevron;
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private readonly TextBadgePairRelease releaseStream;
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public Action ListingActivated;
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public delegate void ListingSelectedEventHandler();
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public event ListingSelectedEventHandler ListingSelected;
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private const float cover_height = 280;
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private const float title_height = 50;
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@ -127,7 +129,7 @@ namespace osu.Game.Overlays.Changelog
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Margin = new MarginPadding
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{
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Top = 10,
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Left = 7,
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Left = 15,
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Right = 18,
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Bottom = 15,
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},
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@ -157,6 +159,7 @@ namespace osu.Game.Overlays.Changelog
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Origin = Anchor.CentreLeft,
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},
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};
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listing.Activated += OnListingSelected;
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}
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public void ShowBuild(string displayName, string displayVersion)
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@ -175,6 +178,11 @@ namespace osu.Game.Overlays.Changelog
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chevron.MoveToX(-20, 100).FadeOut(100);
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}
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protected virtual void OnListingSelected(object source, EventArgs e)
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{
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ListingSelected?.Invoke();
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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@ -20,8 +20,10 @@ namespace osu.Game.Overlays.Changelog.Header
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protected LineBadge LineBadge;
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public bool IsActivated { get; protected set; }
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public Action OnActivation;
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public Action OnDeactivation;
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public delegate void ActivatedEventHandler(object source, EventArgs args);
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public event ActivatedEventHandler Activated;
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private SampleChannel sampleHover;
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protected SampleChannel SampleActivate;
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@ -120,6 +122,17 @@ namespace osu.Game.Overlays.Changelog.Header
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return base.OnHover(state);
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}
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protected override bool OnClick(InputState state)
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{
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OnActivated();
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return base.OnClick(state);
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}
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protected virtual void OnActivated()
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{
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Activated?.Invoke(this, EventArgs.Empty);
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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@ -32,21 +32,21 @@ namespace osu.Game.Overlays.Changelog.Header
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public override void Activate()
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{
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if (IsActivated)
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return;
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IsActivated = true;
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LineBadge.Uncollapse();
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Text.Font = "Exo2.0-Bold";
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SetTextColour(Color4.White, 100);
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SampleActivate?.Play();
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OnActivation?.Invoke();
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}
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public override void Deactivate()
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{
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IsActivated = false;
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LineBadge.Collapse();
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Text.Font = "Exo2.0-Regular"; // commented out since it makes bad resize-jumping
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Text.Font = "Exo2.0-Regular";
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SetTextColour(badgeColour, 100);
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OnDeactivation?.Invoke();
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}
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protected override bool OnClick(InputState state)
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@ -30,14 +30,12 @@ namespace osu.Game.Overlays.Changelog.Header
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ShowText(transition_duration, displayText);
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IsActivated = true;
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SampleActivate?.Play();
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OnActivation?.Invoke();
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}
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public override void Deactivate()
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{
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IsActivated = false;
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HideText(transition_duration);
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OnDeactivation?.Invoke();
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}
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}
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}
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@ -79,8 +79,9 @@ namespace osu.Game.Overlays
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},
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},
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};
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header.ListingSelected += FetchAndShowListing;
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badges.Selected += onBuildSelected;
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header.ListingActivated += FetchAndShowListing;
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content.BuildSelected += onBuildSelected;
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}
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// receive input outside our bounds so we can trigger a close event on ourselves.
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@ -152,6 +153,9 @@ namespace osu.Game.Overlays
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/// </summary>
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public void FetchAndShowBuild(string updateStream, string version, bool sentByBadges = false)
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{
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//// I should probably change this to take APIChangelog as an argument,
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//// instantly update the header and badge, and if it doesn't contain the
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//// needed info, just subscribe to when the info will be available
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isAtListing = false;
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var req = new GetChangelogBuildRequest(updateStream, version);
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if (!sentByBadges)
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