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Update colours of all overlay components in one swoop (based off combo colour)
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@ -31,6 +31,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private const float shadow_radius = 5;
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private const float circle_size = 38;
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private Container repeatsContainer;
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public Action<DragEvent> OnDragHandled;
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[UsedImplicitly]
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@ -41,7 +43,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private readonly Drawable circle;
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private readonly Container mainComponents;
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private readonly Container colouredComponents;
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private readonly OsuSpriteText comboIndexText;
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[Resolved]
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@ -59,39 +61,37 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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RelativePositionAxes = Axes.X;
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RelativeSizeAxes = Axes.X;
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AutoSizeAxes = Axes.Y;
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Height = circle_size;
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AddRangeInternal(new Drawable[]
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AddRangeInternal(new[]
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{
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mainComponents = new Container
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circle = new ExtendableCircle
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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},
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colouredComponents = new Container
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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},
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comboIndexText = new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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Y = -1,
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Font = OsuFont.Default.With(size: circle_size * 0.5f, weight: FontWeight.Regular),
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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comboIndexText = new OsuSpriteText
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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Y = -1,
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Font = OsuFont.Default.With(size: circle_size * 0.5f, weight: FontWeight.Regular),
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},
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}
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},
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});
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circle = new ExtendableCircle
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{
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RelativeSizeAxes = Axes.X,
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Size = new Vector2(1, circle_size),
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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};
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mainComponents.Add(circle);
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if (hitObject is IHasDuration)
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{
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mainComponents.Add(new DragArea(hitObject)
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colouredComponents.Add(new DragArea(hitObject)
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{
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OnDragHandled = e => OnDragHandled?.Invoke(e)
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});
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@ -127,15 +127,15 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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var comboColour = combo.GetComboColour(comboColours);
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if (HitObject is IHasDuration)
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mainComponents.Colour = ColourInfo.GradientHorizontal(comboColour, comboColour.Lighten(0.4f));
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circle.Colour = ColourInfo.GradientHorizontal(comboColour, comboColour.Lighten(0.4f));
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else
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mainComponents.Colour = comboColour;
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circle.Colour = comboColour;
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var col = mainComponents.Colour.TopLeft.Linear;
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var col = circle.Colour.TopLeft.Linear;
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float brightness = col.R + col.G + col.B;
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// decide the combo index colour based on brightness?
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comboIndexText.Colour = brightness > 0.5f ? Color4.Black : Color4.White;
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colouredComponents.Colour = OsuColour.Gray(brightness > 0.5f ? 0.2f : 0.9f);
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}
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protected override void Update()
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@ -155,13 +155,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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private Container repeatsContainer;
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private void updateRepeats(IHasRepeats repeats)
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{
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repeatsContainer?.Expire();
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mainComponents.Add(repeatsContainer = new Container
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colouredComponents.Add(repeatsContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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});
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@ -170,7 +168,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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repeatsContainer.Add(new Circle
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{
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Size = new Vector2(circle_size / 2),
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Size = new Vector2(circle_size / 3),
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Alpha = 0.2f,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.X,
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@ -224,7 +223,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Origin = Anchor.Centre;
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RelativePositionAxes = Axes.X;
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RelativeSizeAxes = Axes.Y;
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Colour = OsuColour.Gray(0.2f);
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InternalChildren = new Drawable[]
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{
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@ -351,7 +349,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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/// <summary>
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/// A circle with externalised end caps so it can take up the full width of a relative width area.
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/// TODO: figure how to do this with a single circle to avoid pixel-misaligned edges.
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/// </summary>
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public class ExtendableCircle : Container
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{
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@ -391,7 +388,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Colour = Color4.Black.Opacity(0.4f)
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};
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const float fudge = 0.97f;
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// TODO: figure how to do this whole thing with a single circle to avoid pixel-misaligned edges.
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// just working with what i can make work for the time being..
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const float fudge = 0.4f;
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InternalChildren = new Drawable[]
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{
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@ -400,7 +399,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Height = fudge,
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Padding = new MarginPadding { Vertical = fudge },
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Masking = true,
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AlwaysPresent = true,
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EdgeEffect = effect,
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@ -418,12 +417,16 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Origin = Anchor.TopCentre,
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Size = new Vector2(circle_size)
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},
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new Box
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Vertical = fudge },
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Height = fudge,
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Children = new Drawable[]
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{
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new Box { RelativeSizeAxes = Axes.Both, }
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}
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},
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};
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}
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