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Remove obsoleted ShowProgressGraph
global setting
This was moved to the component itself.
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parent
bdc6755ee2
commit
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@ -127,7 +127,6 @@ namespace osu.Game.Configuration
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SetDefault(OsuSetting.HitLighting, true);
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SetDefault(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Always);
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SetDefault(OsuSetting.ShowProgressGraph, true);
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SetDefault(OsuSetting.ShowHealthDisplayWhenCantFail, true);
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SetDefault(OsuSetting.FadePlayfieldWhenHealthLow, true);
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SetDefault(OsuSetting.KeyOverlay, false);
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@ -302,8 +301,6 @@ namespace osu.Game.Configuration
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FloatingComments,
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HUDVisibilityMode,
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// This has been migrated to the component itself. can be removed 20221027.
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ShowProgressGraph,
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ShowHealthDisplayWhenCantFail,
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FadePlayfieldWhenHealthLow,
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MouseDisableButtons,
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@ -9,7 +9,6 @@ using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Screens.Play.HUD
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@ -45,12 +44,6 @@ namespace osu.Game.Screens.Play.HUD
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[Resolved]
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private DrawableRuleset? drawableRuleset { get; set; }
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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[Resolved]
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private SkinManager skinManager { get; set; } = null!;
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public DefaultSongProgress()
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{
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RelativeSizeAxes = Axes.X;
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@ -100,47 +93,6 @@ namespace osu.Game.Screens.Play.HUD
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{
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AllowSeeking.BindValueChanged(_ => updateBarVisibility(), true);
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ShowGraph.BindValueChanged(_ => updateGraphVisibility(), true);
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migrateSettingFromConfig();
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}
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/// <summary>
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/// This setting has been migrated to a per-component level.
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/// Only take the value from the config if it is in a non-default state (then reset it to default so it only applies once).
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///
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/// Can be removed 20221027.
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/// </summary>
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private void migrateSettingFromConfig()
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{
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Bindable<bool> configShowGraph = config.GetBindable<bool>(OsuSetting.ShowProgressGraph);
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if (!configShowGraph.IsDefault)
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{
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ShowGraph.Value = configShowGraph.Value;
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// This is pretty ugly, but the only way to make this stick...
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var skinnableTarget = this.FindClosestParent<ISkinnableTarget>();
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if (skinnableTarget != null)
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{
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// If the skin is not mutable, a mutable instance will be created, causing this migration logic to run again on the correct skin.
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// Therefore we want to avoid resetting the config value on this invocation.
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if (skinManager.EnsureMutableSkin())
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return;
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// If `EnsureMutableSkin` actually changed the skin, default layout may take a frame to apply.
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// See `SkinnableTargetComponentsContainer`'s use of ScheduleAfterChildren.
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ScheduleAfterChildren(() =>
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{
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var skin = skinManager.CurrentSkin.Value;
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skin.UpdateDrawableTarget(skinnableTarget);
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skinManager.Save(skin);
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});
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configShowGraph.SetDefault();
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}
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}
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}
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protected override void PopIn()
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