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Fixed the ability to change visibility even not in replay
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4d0d27aa88
commit
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@ -208,7 +208,7 @@ namespace osu.Game.Screens.Play
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hudOverlay.Progress.Objects = HitRenderer.Objects;
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hudOverlay.Progress.Objects = HitRenderer.Objects;
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hudOverlay.Progress.AudioClock = decoupledClock;
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hudOverlay.Progress.AudioClock = decoupledClock;
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hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded;
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hudOverlay.Progress.AllowSeeking = HitRenderer.HasReplayLoaded;
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hudOverlay.ReplaySettingsOverlay.IsVisible = HitRenderer.HasReplayLoaded;
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hudOverlay.ReplaySettingsOverlay.IsAvaliable = HitRenderer.HasReplayLoaded;
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hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
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hudOverlay.Progress.OnSeek = pos => decoupledClock.Seek(pos);
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hudOverlay.ModDisplay.Current.BindTo(Beatmap.Mods);
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hudOverlay.ModDisplay.Current.BindTo(Beatmap.Mods);
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@ -13,18 +13,19 @@ namespace osu.Game.Screens.Play.Settings
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private const int fade_duration = 100;
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private const int fade_duration = 100;
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private bool isVisible;
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private bool isVisible;
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public bool IsVisible
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private bool isAvaliable;
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public bool IsAvaliable
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{
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{
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set
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set
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{
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{
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isVisible = value;
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isAvaliable = value;
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if (!isAvaliable) Hide();
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if (isVisible)
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}
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FadeIn(fade_duration);
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get
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else
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{
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FadeOut(fade_duration);
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return isAvaliable;
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}
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}
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get { return isVisible; }
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}
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}
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public ReplaySettingsOverlay()
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public ReplaySettingsOverlay()
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@ -47,12 +48,25 @@ namespace osu.Game.Screens.Play.Settings
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switch (args.Key)
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switch (args.Key)
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{
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{
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case Key.H:
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case Key.H:
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IsVisible = !isVisible;
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toogleVisibility();
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return true;
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return true;
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}
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}
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}
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}
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return base.OnKeyDown(state, args);
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return base.OnKeyDown(state, args);
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}
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}
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private void toogleVisibility()
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{
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if (isAvaliable)
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{
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if (isVisible)
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FadeIn(fade_duration);
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else
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FadeOut(fade_duration);
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isVisible = !isVisible;
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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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