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Adjust timeline sizing to closer match designs (but not 1:1 yet)
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@ -56,8 +56,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private Track track;
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private const float timeline_height = 90;
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private const float timeline_expanded_height = 180;
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private const float timeline_height = 72;
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private const float timeline_expanded_height = 150;
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public Timeline()
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{
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@ -74,6 +74,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private TimelineControlPointDisplay controlPoints;
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private Container mainContent;
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private Bindable<float> waveformOpacity;
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[BackgroundDependencyLoader]
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@ -91,11 +93,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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RelativeSizeAxes = Axes.X,
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Height = timeline_expanded_height,
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},
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new Container
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mainContent = new Container
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{
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RelativeSizeAxes = Axes.X,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Height = timeline_height,
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Depth = float.MaxValue,
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Children = new[]
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@ -139,6 +139,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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if (visible.NewValue)
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{
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this.ResizeHeightTo(timeline_expanded_height, 200, Easing.OutQuint);
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mainContent.MoveToY(36, 200, Easing.OutQuint);
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// delay the fade in else masking looks weird.
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controlPoints.Delay(180).FadeIn(400, Easing.OutQuint);
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@ -149,6 +150,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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// likewise, delay the resize until the fade is complete.
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this.Delay(180).ResizeHeightTo(timeline_height, 200, Easing.OutQuint);
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mainContent.Delay(180).MoveToY(0, 200, Easing.OutQuint);
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}
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}, true);
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