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Use the framework's new AlwaysPresent switch instead of setting the alpha to 0.01.
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parent
aae5f4f9e2
commit
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@ -1 +1 @@
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Subproject commit f9627494e444d8b35eb20d418539ada15f258c4d
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Subproject commit fc864ac9a8fac232654f2c935187a161e107ad9c
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@ -115,8 +115,9 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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base.UpdateInitialState();
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base.UpdateInitialState();
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body.Alpha = 1;
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body.Alpha = 1;
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//we need to be visible to handle input events. note that we still don't get enough events (we don't get a position if the mouse hasn't moved since the slider appeared).
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//we need to be present to handle input events. note that we still don't get enough events (we don't get a position if the mouse hasn't moved since the slider appeared).
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ball.Alpha = 0.01f;
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ball.AlwaysPresent = true;
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ball.Alpha = 0;
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}
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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@ -72,7 +72,8 @@ namespace osu.Game.Graphics.Cursor
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new Box
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new Box
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.01f,
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Alpha = 0,
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AlwaysPresent = true,
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},
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},
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new CircularContainer
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new CircularContainer
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{
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{
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@ -87,7 +88,8 @@ namespace osu.Game.Graphics.Cursor
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new Box
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new Box
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.01f,
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Alpha = 0,
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AlwaysPresent = true,
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},
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},
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},
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},
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},
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},
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@ -39,7 +39,8 @@ namespace osu.Game.Graphics.UserInterface
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fill = new Box
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fill = new Box
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.01f,
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Alpha = 0,
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AlwaysPresent = true,
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},
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},
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};
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};
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}
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}
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@ -202,7 +202,7 @@ namespace osu.Game.Screens.Select
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/// <param name="halfHeight">Half the draw height of the carousel container.</param>
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/// <param name="halfHeight">Half the draw height of the carousel container.</param>
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private void updatePanel(Panel p, float halfHeight)
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private void updatePanel(Panel p, float halfHeight)
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{
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{
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var height = p.IsVisible ? p.DrawHeight : 0;
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var height = p.IsPresent ? p.DrawHeight : 0;
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float panelDrawY = p.Position.Y - Current + height / 2;
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float panelDrawY = p.Position.Y - Current + height / 2;
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float dist = Math.Abs(1f - panelDrawY / halfHeight);
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float dist = Math.Abs(1f - panelDrawY / halfHeight);
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