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Fix depth values.
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@ -1 +1 @@
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Subproject commit e125c03d8c39fd86e02e872a8d46654d2ea2759f
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Subproject commit 7ec4902fe8b90f82e8e24dea98a69d2c4b37ac1e
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@ -32,7 +32,7 @@ namespace osu.Desktop.VisualTests.Tests
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Clock.ProcessFrame();
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Container approachContainer = new Container { Depth = float.MaxValue, };
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Container approachContainer = new Container { Depth = float.MinValue, };
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Add(approachContainer);
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@ -50,7 +50,7 @@ namespace osu.Desktop.VisualTests.Tests
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Depth = -i,
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Depth = i,
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State = ArmedState.Hit,
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};
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@ -44,7 +44,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Colour = s.Colour,
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})
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{
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Depth = 1 //override time-based depth.
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Depth = -1 //override time-based depth.
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},
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};
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}
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@ -119,7 +119,7 @@ namespace osu.Game.Beatmaps.Drawables
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{
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new FlowContainer
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{
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Depth = 1,
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Depth = -1,
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Direction = FlowDirection.HorizontalOnly,
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RelativeSizeAxes = Axes.Both,
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// This makes the gradient not be perfectly horizontal, but diagonal at a ~40° angle
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@ -22,7 +22,7 @@ namespace osu.Game.Graphics.Backgrounds
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{
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this.textureName = textureName;
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RelativeSizeAxes = Axes.Both;
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Depth = float.MinValue;
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Depth = float.MaxValue;
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Add(Sprite = new Sprite
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{
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@ -19,7 +19,7 @@ namespace osu.Game.Graphics.Cursor
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public OsuCursorContainer()
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{
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Add(new CursorTrail { Depth = -1 });
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Add(new CursorTrail { Depth = 1 });
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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@ -28,7 +28,7 @@ namespace osu.Game.Modes.Objects.Drawables
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public DrawableHitObject(HitObject hitObject)
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{
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HitObject = hitObject;
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Depth = -(float)hitObject.StartTime;
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Depth = (float)hitObject.StartTime;
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}
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private ArmedState state;
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@ -116,11 +116,11 @@ namespace osu.Game
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//overlay elements
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(chat = new ChatConsole(API) { Depth = 0 }).Preload(this, overlayContent.Add);
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(Options = new OptionsOverlay { Depth = 1 }).Preload(this, overlayContent.Add);
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(musicController = new MusicController() { Depth = 3 }).Preload(this, overlayContent.Add);
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(Options = new OptionsOverlay { Depth = -1 }).Preload(this, overlayContent.Add);
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(musicController = new MusicController() { Depth = -3 }).Preload(this, overlayContent.Add);
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(Toolbar = new Toolbar
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{
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Depth = 2,
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Depth = -2,
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OnHome = delegate { mainMenu?.MakeCurrent(); },
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OnSettings = Options.ToggleVisibility,
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OnPlayModeChange = delegate (PlayMode m) { PlayMode.Value = m; },
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@ -83,7 +83,7 @@ namespace osu.Game
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{
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Children = new[]
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{
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Cursor = new OsuCursorContainer { Depth = float.MaxValue }
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Cursor = new OsuCursorContainer { Depth = float.MinValue }
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}
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});
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}
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@ -45,7 +45,7 @@ namespace osu.Game.Overlays
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{
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new Box
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{
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Depth = float.MinValue,
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Depth = float.MaxValue,
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RelativeSizeAxes = Axes.Both,
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Colour = new Color4(0.1f, 0.1f, 0.1f, 0.4f),
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},
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@ -386,7 +386,7 @@ namespace osu.Game.Overlays
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this.beatmap = beatmap;
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CacheDrawnFrameBuffer = true;
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RelativeSizeAxes = Axes.Both;
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Depth = float.MinValue;
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Depth = float.MaxValue;
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Children = new Drawable[]
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{
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@ -39,7 +39,7 @@ namespace osu.Game.Screens.Backgrounds
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float newDepth = 0;
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if (background != null)
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{
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newDepth = background.Depth - 1;
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newDepth = background.Depth + 1;
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background.Flush();
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background.FadeOut(250);
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background.Expire();
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@ -111,7 +111,7 @@ namespace osu.Game.Screens
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{
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AddInternal(new ParallaxContainer
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{
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Depth = float.MinValue,
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Depth = float.MaxValue,
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Children = new[]
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{
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Background = bg
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@ -50,7 +50,7 @@ namespace osu.Game.Screens.Select
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var lastContainer = beatmapInfoContainer;
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float newDepth = lastContainer?.Depth - 1 ?? 0;
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float newDepth = lastContainer?.Depth + 1 ?? 0;
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BeatmapSetInfo beatmapSetInfo = beatmap.BeatmapSetInfo;
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BeatmapInfo beatmapInfo = beatmap.BeatmapInfo;
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@ -81,12 +81,12 @@ namespace osu.Game.Screens.Select
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group.State = BeatmapGroupState.Collapsed;
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groups.Add(group);
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group.Header.Depth = scrollableContent.Children.Count();
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group.Header.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(group.Header);
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foreach (BeatmapPanel panel in group.BeatmapPanels)
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{
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panel.Depth = scrollableContent.Children.Count();
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panel.Depth = -scrollableContent.Children.Count();
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scrollableContent.Add(panel);
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}
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