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Fix reset happening on mouse down instead of mouse up
Also some reorganisation of file content for legibility
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0c493dd359
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@ -60,6 +60,10 @@ namespace osu.Game.Screens.Edit.Timing
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private const int light_count = 6;
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private const int initial_taps_to_ignore = 4;
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private const int max_taps_to_consider = 8;
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private readonly List<double> tapTimings = new List<double>();
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[BackgroundDependencyLoader]
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@ -223,10 +227,9 @@ namespace osu.Game.Screens.Edit.Timing
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grabbedMouseDown = true;
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IsHandlingTapping.Value = true;
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handleTap();
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resetDelegate?.Cancel();
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resetDelegate = Scheduler.AddDelayed(reset, 1000);
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handleTap();
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textContainer.FadeColour(textColour, in_duration, Easing.OutQuint);
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@ -259,6 +262,9 @@ namespace osu.Game.Screens.Edit.Timing
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scaleContainer.ScaleTo(1, out_duration, Easing.OutQuint);
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innerCircle.ScaleTo(1, out_duration, Easing.OutQuint);
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innerCircleHighlight.FadeOut(out_duration, Easing.OutQuint);
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resetDelegate = Scheduler.AddDelayed(reset, 1000);
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base.OnMouseUp(e);
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}
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@ -280,26 +286,6 @@ namespace osu.Game.Screens.Edit.Timing
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OnMouseUp(new MouseUpEvent(e.CurrentState, MouseButton.Left));
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}
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private void reset()
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{
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bpmText.FadeOut(500, Easing.OutQuint);
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using (BeginDelayedSequence(tapTimings.Count > 0 ? 500 : 0))
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{
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Schedule(() => bpmText.Text = "the beat!");
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bpmText.FadeIn(800, Easing.OutQuint);
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}
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foreach (var light in lights)
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light.Hide();
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tapTimings.Clear();
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IsHandlingTapping.Value = false;
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}
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private const int initial_taps_to_ignore = 4;
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private const int max_taps_to_consider = 8;
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private void handleTap()
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{
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tapTimings.Add(Clock.CurrentTime);
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@ -326,6 +312,23 @@ namespace osu.Game.Screens.Edit.Timing
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}
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}
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private void reset()
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{
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bpmText.FadeOut(500, Easing.OutQuint);
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using (BeginDelayedSequence(tapTimings.Count > 0 ? 500 : 0))
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{
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Schedule(() => bpmText.Text = "the beat!");
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bpmText.FadeIn(800, Easing.OutQuint);
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}
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foreach (var light in lights)
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light.Hide();
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tapTimings.Clear();
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IsHandlingTapping.Value = false;
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}
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private class Light : CompositeDrawable
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{
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public Drawable Glow { get; private set; } = null!;
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