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Only disallow changing the current track, not pausing or seeking it
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parent
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commit
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@ -225,11 +225,8 @@ namespace osu.Game.Overlays
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canChangeBeatmap = newScreen?.CanChangeBeatmap ?? true;
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canChangeBeatmap = newScreen?.CanChangeBeatmap ?? true;
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prevButton.Enabled = canChangeBeatmap;
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prevButton.Enabled = canChangeBeatmap;
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playButton.Enabled = canChangeBeatmap;
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nextButton.Enabled = canChangeBeatmap;
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nextButton.Enabled = canChangeBeatmap;
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playlistButton.Enabled = canChangeBeatmap;
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playlistButton.Enabled = canChangeBeatmap;
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progressBar.IsEnabled = canChangeBeatmap;
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}
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}
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protected override void UpdateAfterChildren()
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protected override void UpdateAfterChildren()
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@ -249,7 +246,7 @@ namespace osu.Game.Overlays
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progressBar.UpdatePosition(track.Length == 0 ? 0 : (float)(track.CurrentTime / track.Length));
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progressBar.UpdatePosition(track.Length == 0 ? 0 : (float)(track.CurrentTime / track.Length));
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playButton.Icon = track.IsRunning ? FontAwesome.fa_pause_circle_o : FontAwesome.fa_play_circle_o;
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playButton.Icon = track.IsRunning ? FontAwesome.fa_pause_circle_o : FontAwesome.fa_play_circle_o;
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if (track.HasCompleted && !track.Looping) next();
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if (track.HasCompleted && !track.Looping && canChangeBeatmap) next();
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}
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}
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else
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else
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playButton.Icon = FontAwesome.fa_play_circle_o;
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playButton.Icon = FontAwesome.fa_play_circle_o;
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@ -273,16 +270,12 @@ namespace osu.Game.Overlays
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private void prev()
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private void prev()
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{
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{
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if(!canChangeBeatmap) return;
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queuedDirection = TransformDirection.Prev;
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queuedDirection = TransformDirection.Prev;
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playlist.PlayPrevious();
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playlist.PlayPrevious();
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}
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}
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private void next()
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private void next()
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{
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{
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if (!canChangeBeatmap) return;
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queuedDirection = TransformDirection.Next;
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queuedDirection = TransformDirection.Next;
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playlist.PlayNext();
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playlist.PlayNext();
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}
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}
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