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Additional fixes for flow ordering after framework changes
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@ -1,8 +1,6 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -11,7 +9,5 @@ namespace osu.Game.Graphics.Containers
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public class ReverseChildIDFillFlowContainer<T> : FillFlowContainer<T> where T : Drawable
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{
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protected override int Compare(Drawable x, Drawable y) => CompareReverseChildID(x, y);
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public override IEnumerable<Drawable> FlowingChildren => base.FlowingChildren.Reverse();
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}
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}
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@ -9,6 +9,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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@ -56,6 +57,14 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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protected override TabFillFlowContainer CreateTabFlow() => new OsuTabFillFlowContainer
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{
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Direction = FillDirection.Full,
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RelativeSizeAxes = Axes.Both,
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Depth = -1,
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Masking = true
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};
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public class OsuTabItem : TabItem<T>, IHasAccentColour
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{
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protected readonly SpriteText Text;
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@ -239,5 +248,10 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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}
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private class OsuTabFillFlowContainer : TabFillFlowContainer
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{
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protected override int Compare(Drawable x, Drawable y) => CompareReverseChildID(x, y);
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}
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}
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}
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@ -53,9 +53,9 @@ namespace osu.Game.Overlays.Chat
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protected override void AddTabItem(TabItem<Channel> item, bool addToDropdown = true)
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{
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if (selectorTab.Depth < float.MaxValue)
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if (item != selectorTab && TabContainer.GetLayoutPosition(selectorTab) < float.MaxValue)
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// performTabSort might've made selectorTab's position wonky, fix it
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TabContainer.ChangeChildDepth(selectorTab, float.MaxValue);
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TabContainer.SetLayoutPosition(selectorTab, float.MaxValue);
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base.AddTabItem(item, addToDropdown);
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@ -101,11 +101,10 @@ namespace osu.Game.Overlays.Music
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public void AddBeatmapSet(BeatmapSetInfo beatmapSet)
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{
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items.Add(new PlaylistItem(beatmapSet)
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{
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OnSelect = set => OnSelect?.Invoke(set),
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Depth = items.Count
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});
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var newItem = new PlaylistItem(beatmapSet) { OnSelect = set => OnSelect?.Invoke(set) };
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items.Add(newItem);
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items.SetLayoutPosition(newItem, items.Count);
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}
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public void RemoveBeatmapSet(BeatmapSetInfo beatmapSet)
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@ -197,7 +196,7 @@ namespace osu.Game.Overlays.Music
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{
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var itemsPos = items.ToLocalSpace(nativeDragPosition);
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int srcIndex = (int)draggedItem.Depth;
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int srcIndex = (int)items.GetLayoutPosition(draggedItem);
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// Find the last item with position < mouse position. Note we can't directly use
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// the item positions as they are being transformed
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@ -219,15 +218,15 @@ namespace osu.Game.Overlays.Music
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if (srcIndex < dstIndex)
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{
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for (int i = srcIndex + 1; i <= dstIndex; i++)
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items.ChangeChildDepth(items[i], i - 1);
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items.SetLayoutPosition(items[i], i - 1);
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}
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else
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{
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for (int i = dstIndex; i < srcIndex; i++)
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items.ChangeChildDepth(items[i], i + 1);
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items.SetLayoutPosition(items[i], i + 1);
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}
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items.ChangeChildDepth(draggedItem, dstIndex);
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items.SetLayoutPosition(draggedItem, dstIndex);
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}
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private class ItemSearchContainer : FillFlowContainer<PlaylistItem>, IHasFilterableChildren
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@ -243,9 +242,6 @@ namespace osu.Game.Overlays.Music
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}
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}
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// Compare with reversed ChildID and Depth
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protected override int Compare(Drawable x, Drawable y) => base.Compare(y, x);
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public IEnumerable<IFilterable> FilterableChildren => Children;
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public ItemSearchContainer()
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@ -129,7 +129,6 @@ namespace osu.Game.Overlays
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public void Post(Notification notification) => postScheduler.Add(() =>
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{
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++runningDepth;
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notification.Depth = notification.DisplayOnTop ? runningDepth : -runningDepth;
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notification.Closed += notificationClosed;
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@ -138,7 +137,9 @@ namespace osu.Game.Overlays
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hasCompletionTarget.CompletionTarget = Post;
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var ourType = notification.GetType();
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sections.Children.FirstOrDefault(s => s.AcceptTypes.Any(accept => accept.IsAssignableFrom(ourType)))?.Add(notification);
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var section = sections.Children.FirstOrDefault(s => s.AcceptTypes.Any(accept => accept.IsAssignableFrom(ourType)));
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section?.Add(notification, notification.DisplayOnTop ? -runningDepth : runningDepth);
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updateCounts();
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});
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@ -25,10 +25,13 @@ namespace osu.Game.Overlays.Notifications
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private FlowContainer<Notification> notifications;
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public int DisplayedCount => notifications.Count(n => !n.WasClosed);
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public int UnreadCount => notifications.Count(n => !n.WasClosed && !n.Read);
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public void Add(Notification notification) => notifications.Add(notification);
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public void Add(Notification notification, float position)
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{
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notifications.Add(notification);
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notifications.SetLayoutPosition(notification, position);
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}
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public IEnumerable<Type> AcceptTypes;
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@ -40,16 +40,18 @@ namespace osu.Game.Overlays.Profile.Sections.Ranks
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colour)
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{
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RightFlowContainer.Add(new OsuSpriteText
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var text = new OsuSpriteText
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{
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Text = $"accuracy: {Score.Accuracy:P2}",
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Colour = colour.GrayA,
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TextSize = 11,
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Font = "Exo2.0-RegularItalic",
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Depth = -1,
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});
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Font = "Exo2.0-RegularItalic"
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};
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RightFlowContainer.Add(text);
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RightFlowContainer.SetLayoutPosition(text, 1);
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LeftFlowContainer.Add(new BeatmapMetadataContainer(Score.Beatmap));
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LeftFlowContainer.Add(new OsuSpriteText
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@ -45,7 +45,8 @@ namespace osu.Game.Overlays.Settings
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if (text == null)
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{
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// construct lazily for cases where the label is not needed (may be provided by the Control).
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Add(text = new OsuSpriteText { Depth = 1 });
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Add(text = new OsuSpriteText());
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FlowContent.SetLayoutPosition(text, -1);
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}
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text.Text = value;
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@ -4,8 +4,6 @@
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using OpenTK;
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using System.Collections.Generic;
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using System.Linq;
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namespace osu.Game.Screens.Menu
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{
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@ -22,8 +20,6 @@ namespace osu.Game.Screens.Menu
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protected override int Compare(Drawable x, Drawable y) => CompareReverseChildID(x, y);
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public override IEnumerable<Drawable> FlowingChildren => base.FlowingChildren.Reverse();
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public override Anchor Origin => Anchor.Custom;
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public override Vector2 OriginPosition
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@ -41,19 +41,25 @@ namespace osu.Game.Screens.Select
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/// <para>Higher depth to be put on the left, and lower to be put on the right.</para>
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/// <para>Notice this is different to <see cref="Options.BeatmapOptionsOverlay"/>!</para>
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/// </param>
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public void AddButton(string text, Color4 colour, Action action, Key? hotkey = null, float depth = 0) => buttons.Add(new FooterButton
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public void AddButton(string text, Color4 colour, Action action, Key? hotkey = null, float depth = 0)
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{
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Text = text,
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Height = play_song_select_button_height,
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Width = play_song_select_button_width,
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Depth = depth,
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SelectedColour = colour,
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DeselectedColour = colour.Opacity(0.5f),
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Hotkey = hotkey,
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Hovered = updateModeLight,
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HoverLost = updateModeLight,
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Action = action,
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});
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var button = new FooterButton
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{
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Text = text,
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Height = play_song_select_button_height,
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Width = play_song_select_button_width,
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Depth = depth,
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SelectedColour = colour,
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DeselectedColour = colour.Opacity(0.5f),
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Hotkey = hotkey,
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Hovered = updateModeLight,
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HoverLost = updateModeLight,
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Action = action,
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};
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buttons.Add(button);
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buttons.SetLayoutPosition(button, -depth);
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}
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private readonly List<OverlayContainer> overlays = new List<OverlayContainer>();
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/// </param>
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public void AddButton(string firstLine, string secondLine, FontAwesome icon, Color4 colour, Action action, Key? hotkey = null, float depth = 0)
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{
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buttonsContainer.Add(new BeatmapOptionsButton
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var button = new BeatmapOptionsButton
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{
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FirstLineText = firstLine,
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SecondLineText = secondLine,
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@ -108,7 +108,10 @@ namespace osu.Game.Screens.Select.Options
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action?.Invoke();
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},
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HotKey = hotkey
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});
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};
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buttonsContainer.Add(button);
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buttonsContainer.SetLayoutPosition(button, depth);
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}
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}
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}
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