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Merge branch 'master' into play-storyboard-outro
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commit
805ef621e9
@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Replays;
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@ -278,6 +279,54 @@ namespace osu.Game.Tests.NonVisual
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setTime(-100, -100);
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}
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[Test]
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public void TestReplayFramesSortStability()
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{
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const double repeating_time = 5000;
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// add a collection of frames in shuffled order time-wise; each frame also stores its original index to check stability later.
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// data is hand-picked and breaks if the unstable List<T>.Sort() is used.
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// in theory this can still return a false-positive with another unstable algorithm if extremely unlucky,
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// but there is no conceivable fool-proof way to prevent that anyways.
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replay.Frames.AddRange(new[]
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{
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repeating_time,
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0,
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3000,
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repeating_time,
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repeating_time,
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6000,
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9000,
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repeating_time,
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repeating_time,
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1000,
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11000,
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21000,
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4000,
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repeating_time,
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repeating_time,
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8000,
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2000,
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7000,
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repeating_time,
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repeating_time,
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10000
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}.Select((time, index) => new TestReplayFrame(time, true, index)));
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replay.HasReceivedAllFrames = true;
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// create a new handler with the replay for the sort to be performed.
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handler = new TestInputHandler(replay);
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// ensure sort stability by checking that the frames with time == repeating_time are sorted in ascending frame index order themselves.
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var repeatingTimeFramesData = replay.Frames
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.Cast<TestReplayFrame>()
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.Where(f => f.Time == repeating_time)
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.Select(f => f.FrameIndex);
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Assert.That(repeatingTimeFramesData, Is.Ordered.Ascending);
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}
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private void setReplayFrames()
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{
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replay.Frames = new List<ReplayFrame>
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@ -324,11 +373,13 @@ namespace osu.Game.Tests.NonVisual
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private class TestReplayFrame : ReplayFrame
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{
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public readonly bool IsImportant;
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public readonly int FrameIndex;
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public TestReplayFrame(double time, bool isImportant = false)
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public TestReplayFrame(double time, bool isImportant = false, int frameIndex = 0)
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: base(time)
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{
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IsImportant = isImportant;
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FrameIndex = frameIndex;
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}
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}
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@ -132,8 +132,8 @@ namespace osu.Game.Tests.Visual.Editing
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{
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AddStep("deselect", () => EditorBeatmap.SelectedHitObjects.Clear());
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AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
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AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<EditorSelectionHandler>().First().Alpha == 0);
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AddUntilStep("timeline selection box is not visible", () => Editor.ChildrenOfType<Timeline>().First().ChildrenOfType<SelectionBox>().First().Alpha == 0);
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AddUntilStep("composer selection box is not visible", () => Editor.ChildrenOfType<HitObjectComposer>().First().ChildrenOfType<SelectionBox>().First().Alpha == 0);
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}
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AddStep("paste hitobject", () => Editor.Paste());
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@ -28,7 +28,7 @@ namespace osu.Game.Graphics.Containers
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protected override bool BlockNonPositionalInput => true;
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/// <summary>
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/// Temporary to allow for overlays in the main screen content to not dim theirselves.
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/// Temporary to allow for overlays in the main screen content to not dim themselves.
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/// Should be eventually replaced by dimming which is aware of the target dim container (traverse parent for certain interface type?).
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/// </summary>
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protected virtual bool DimMainContent => true;
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@ -5,6 +5,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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@ -97,7 +98,7 @@ namespace osu.Game.Rulesets.Replays
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{
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// TODO: This replay frame ordering should be enforced on the Replay type.
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// Currently, the ordering can be broken if the frames are added after this construction.
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replay.Frames.Sort((x, y) => x.Time.CompareTo(y.Time));
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replay.Frames = replay.Frames.OrderBy(f => f.Time).ToList();
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this.replay = replay;
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currentFrameIndex = -1;
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@ -34,13 +34,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[BackgroundDependencyLoader]
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private void load()
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{
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// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
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if (Composer != null)
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{
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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}
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selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
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selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
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{
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@ -69,7 +62,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (Composer != null)
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{
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// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
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foreach (var obj in Composer.HitObjects)
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AddBlueprintFor(obj.HitObject);
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@ -9,6 +9,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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using osuTK.Input;
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@ -16,6 +17,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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public class SelectionBox : CompositeDrawable
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{
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public const float BORDER_RADIUS = 3;
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public Func<float, bool> OnRotation;
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public Func<Vector2, Anchor, bool> OnScale;
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public Func<Direction, bool> OnFlip;
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@ -92,21 +95,32 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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}
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private string text;
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public string Text
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{
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get => text;
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set
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{
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if (value == text)
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return;
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text = value;
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if (selectionDetailsText != null)
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selectionDetailsText.Text = value;
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}
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}
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private Container dragHandles;
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private FillFlowContainer buttons;
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public const float BORDER_RADIUS = 3;
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private OsuSpriteText selectionDetailsText;
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[Resolved]
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private OsuColour colours { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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recreate();
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}
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private void load() => recreate();
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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@ -144,6 +158,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
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InternalChildren = new Drawable[]
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{
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new Container
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{
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Name = "info text",
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.YellowDark,
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RelativeSizeAxes = Axes.Both,
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},
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selectionDetailsText = new OsuSpriteText
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{
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Padding = new MarginPadding(2),
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Colour = colours.Gray0,
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Font = OsuFont.Default.With(size: 11),
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Text = text,
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}
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}
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},
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new Container
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{
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Masking = true,
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@ -10,13 +10,11 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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@ -43,10 +41,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private readonly List<SelectionBlueprint<T>> selectedBlueprints;
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private Drawable content;
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private OsuSpriteText selectionDetailsText;
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protected SelectionBox SelectionBox { get; private set; }
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[Resolved(CanBeNull = true)]
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@ -58,39 +52,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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InternalChild = content = new Container
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{
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Children = new Drawable[]
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{
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// todo: should maybe be inside the SelectionBox?
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new Container
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{
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Name = "info text",
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.YellowDark,
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RelativeSizeAxes = Axes.Both,
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},
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selectionDetailsText = new OsuSpriteText
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{
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Padding = new MarginPadding(2),
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Colour = colours.Gray0,
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Font = OsuFont.Default.With(size: 11)
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}
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}
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},
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SelectionBox = CreateSelectionBox(),
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}
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};
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InternalChild = SelectionBox = CreateSelectionBox();
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SelectedItems.CollectionChanged += (sender, args) =>
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{
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@ -306,9 +273,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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int count = SelectedItems.Count;
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selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
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SelectionBox.Text = count > 0 ? count.ToString() : string.Empty;
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this.FadeTo(count > 0 ? 1 : 0);
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SelectionBox.FadeTo(count > 0 ? 1 : 0);
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OnSelectionChanged();
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}
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@ -335,8 +302,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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selectionRect = selectionRect.Inflate(5f);
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content.Position = selectionRect.Location;
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content.Size = selectionRect.Size;
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SelectionBox.Position = selectionRect.Location;
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SelectionBox.Size = selectionRect.Size;
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}
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#endregion
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