mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 09:32:55 +08:00
Merge pull request #2170 from peppy/cursor-trail
Make gameplay cursor vs skip button feel nice again
This commit is contained in:
commit
e406cf2207
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Subproject commit d29c8365ba3cf7924b57cf22341f4af55658764c
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Subproject commit cd6f6e93c958e3e4e98db08dd7a443cabcf4742f
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@ -1 +1 @@
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Subproject commit 92ec3d10b12c5e9bfc1d3b05d3db174a506efd6d
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Subproject commit 7bb0782200abadf73b79ed1a3bc1d5b926c6a81e
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33
osu.Game.Rulesets.Osu/Tests/TestCaseGameplayCursor.cs
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33
osu.Game.Rulesets.Osu/Tests/TestCaseGameplayCursor.cs
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@ -0,0 +1,33 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Cursor;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public class TestCaseGameplayCursor : OsuTestCase, IProvideCursor
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{
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private GameplayCursor cursor;
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public override IReadOnlyList<Type> RequiredTypes => new [] { typeof(CursorTrail) };
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public CursorContainer Cursor => cursor;
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public bool ProvidingUserCursor => true;
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[BackgroundDependencyLoader]
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private void load()
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{
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Add(cursor = new GameplayCursor { RelativeSizeAxes = Axes.Both });
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}
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}
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}
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@ -3,9 +3,9 @@
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.OpenGL.Buffers;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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@ -14,11 +14,12 @@ using osu.Framework.Graphics.Textures;
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using osu.Framework.Input;
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using osu.Framework.Timing;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.ES30;
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namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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internal class CursorTrail : Drawable
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internal class CursorTrail : Drawable, IRequireHighFrequencyMousePosition
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{
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private int currentIndex;
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@ -31,6 +32,8 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private float time;
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public override bool IsPresent => true;
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private readonly TrailDrawNodeSharedData trailDrawNodeSharedData = new TrailDrawNodeSharedData();
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private const int max_sprites = 2048;
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@ -96,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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const int fade_clock_reset_threshold = 1000000;
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time = (float)(Time.Current - timeOffset) / 500f;
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time = (float)(Time.Current - timeOffset) / 300f;
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if (time > fade_clock_reset_threshold)
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resetTime();
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}
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@ -115,14 +118,16 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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protected override bool OnMouseMove(InputState state)
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{
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Vector2 pos = state.Mouse.NativeState.Position;
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if (lastPosition == null)
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{
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lastPosition = state.Mouse.NativeState.Position;
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lastPosition = pos;
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resampler.AddPosition(lastPosition.Value);
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return base.OnMouseMove(state);
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}
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foreach (Vector2 pos2 in resampler.AddPosition(state.Mouse.NativeState.Position))
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foreach (Vector2 pos2 in resampler.AddPosition(pos))
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{
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Trace.Assert(lastPosition.HasValue);
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@ -162,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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private class TrailDrawNodeSharedData
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{
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public VertexBuffer<TexturedVertex2D> VertexBuffer;
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public VertexBuffer<TexturedTrailVertex> VertexBuffer;
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}
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private class TrailDrawNode : DrawNode
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@ -188,7 +193,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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if (Shared.VertexBuffer == null)
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Shared.VertexBuffer = new QuadVertexBuffer<TexturedVertex2D>(max_sprites, BufferUsageHint.DynamicDraw);
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Shared.VertexBuffer = new QuadVertexBuffer<TexturedTrailVertex>(max_sprites, BufferUsageHint.DynamicDraw);
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Shader.GetUniform<float>("g_FadeClock").Value = Time;
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@ -205,17 +210,19 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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int end = start;
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Vector2 pos = Parts[i].Position;
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ColourInfo colour = DrawInfo.Colour;
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colour.TopLeft.Linear.A = Parts[i].Time + colour.TopLeft.Linear.A;
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colour.TopRight.Linear.A = Parts[i].Time + colour.TopRight.Linear.A;
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colour.BottomLeft.Linear.A = Parts[i].Time + colour.BottomLeft.Linear.A;
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colour.BottomRight.Linear.A = Parts[i].Time + colour.BottomRight.Linear.A;
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float time = Parts[i].Time;
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Texture.DrawQuad(
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new Quad(pos.X - Size.X / 2, pos.Y - Size.Y / 2, Size.X, Size.Y),
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colour,
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DrawInfo.Colour,
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null,
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v => Shared.VertexBuffer.Vertices[end++] = v);
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v => Shared.VertexBuffer.Vertices[end++] = new TexturedTrailVertex
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{
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Position = v.Position,
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TexturePosition = v.TexturePosition,
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Time = time + 1,
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Colour = v.Colour,
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});
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Parts[i].WasUpdated = false;
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}
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@ -240,5 +247,26 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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Shader.Unbind();
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct TexturedTrailVertex : IEquatable<TexturedTrailVertex>, IVertex
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{
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[VertexMember(2, VertexAttribPointerType.Float)]
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public Vector2 Position;
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[VertexMember(4, VertexAttribPointerType.Float)]
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public Color4 Colour;
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[VertexMember(2, VertexAttribPointerType.Float)]
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public Vector2 TexturePosition;
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[VertexMember(1, VertexAttribPointerType.Float)]
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public float Time;
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public bool Equals(TexturedTrailVertex other)
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{
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return Position.Equals(other.Position)
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&& TexturePosition.Equals(other.TexturePosition)
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&& Colour.Equals(other.Colour)
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&& Time.Equals(other.Time);
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}
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}
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}
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}
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@ -20,13 +20,66 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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{
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protected override Drawable CreateCursor() => new OsuCursor();
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protected override Container<Drawable> Content => fadeContainer;
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private readonly Container<Drawable> fadeContainer;
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public GameplayCursor()
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{
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Add(new CursorTrail { Depth = 1 });
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InternalChild = fadeContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new CursorTrail { Depth = 1 }
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}
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};
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}
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private int downCount;
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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ActiveCursor.ScaleTo(1).ScaleTo(1.2f, 100, Easing.OutQuad);
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break;
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}
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return false;
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}
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public bool OnReleased(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (--downCount == 0)
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ActiveCursor.ScaleTo(1, 200, Easing.OutQuad);
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break;
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}
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return false;
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}
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public override bool HandleMouseInput => true; // OverlayContainer will set this false when we go hidden, but we always want to receive input.
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protected override void PopIn()
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{
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fadeContainer.FadeTo(1, 300, Easing.OutQuint);
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ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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fadeContainer.FadeTo(0.05f, 450, Easing.OutQuint);
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ActiveCursor.ScaleTo(0.8f, 450, Easing.OutQuint);
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}
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public class OsuCursor : Container
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{
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private Container cursorContainer;
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@ -131,45 +184,5 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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cursorContainer.Scale = new Vector2(scale);
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}
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}
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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downCount++;
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ActiveCursor.ScaleTo(1).ScaleTo(1.2f, 100, Easing.OutQuad);
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break;
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}
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return false;
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}
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public bool OnReleased(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (--downCount == 0)
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ActiveCursor.ScaleTo(1, 200, Easing.OutQuad);
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break;
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}
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return false;
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}
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protected override void PopIn()
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{
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ActiveCursor.FadeTo(1, 250, Easing.OutQuint);
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ActiveCursor.ScaleTo(1, 400, Easing.OutQuint);
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}
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protected override void PopOut()
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{
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ActiveCursor.FadeTo(0, 250, Easing.OutQuint);
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ActiveCursor.ScaleTo(0.6f, 250, Easing.In);
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}
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}
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}
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@ -131,6 +131,7 @@
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<Compile Include="Replays\OsuReplayInputHandler.cs" />
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<Compile Include="Tests\OsuBeatmapConversionTest.cs" />
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<Compile Include="Tests\TestCaseEditor.cs" />
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<Compile Include="Tests\TestCaseGameplayCursor.cs" />
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<Compile Include="Tests\TestCaseHitCircle.cs" />
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<Compile Include="Tests\TestCaseHitCircleHidden.cs" />
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<Compile Include="Tests\TestCasePerformancePoints.cs" />
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{
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base.LoadComplete();
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Add(new SkipButton(Clock.CurrentTime + 5000));
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Add(new SkipOverlay(Clock.CurrentTime + 5000));
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}
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}
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}
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namespace osu.Game.Screens.Play
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{
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public abstract class GameplayMenuOverlay : OverlayContainer, IRequireHighFrequencyMousePosition
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public abstract class GameplayMenuOverlay : OverlayContainer
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{
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private const int transition_duration = 200;
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private const int button_height = 70;
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@ -164,7 +164,7 @@ namespace osu.Game.Screens.Play
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Alpha = 0,
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},
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RulesetContainer,
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new SkipButton(firstObjectTime)
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new SkipOverlay(firstObjectTime)
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{
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Clock = Clock, // skip button doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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@ -21,7 +21,7 @@ using osu.Game.Input.Bindings;
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namespace osu.Game.Screens.Play
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{
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public class SkipButton : OverlayContainer, IKeyBindingHandler<GlobalAction>
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public class SkipOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
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{
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private readonly double startTime;
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@ -35,8 +35,9 @@ namespace osu.Game.Screens.Play
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private double displayTime;
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
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protected override bool BlockPassThroughMouse => false;
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public SkipButton(double startTime)
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public SkipOverlay(double startTime)
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{
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this.startTime = startTime;
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@ -51,12 +52,6 @@ namespace osu.Game.Screens.Play
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Origin = Anchor.Centre;
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}
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protected override bool OnMouseMove(InputState state)
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{
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fadeContainer.State = Visibility.Visible;
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return base.OnMouseMove(state);
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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@ -121,15 +116,9 @@ namespace osu.Game.Screens.Play
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Expire();
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}
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protected override void PopIn()
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{
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this.FadeIn();
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}
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protected override void PopIn() => this.FadeIn();
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protected override void PopOut()
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{
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this.FadeOut();
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}
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protected override void PopOut() => this.FadeOut();
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protected override void Update()
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{
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@ -137,6 +126,13 @@ namespace osu.Game.Screens.Play
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remainingTimeBox.ResizeWidthTo((float)Math.Max(0, 1 - (Time.Current - displayTime) / (beginFadeTime - displayTime)), 120, Easing.OutQuint);
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}
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protected override bool OnMouseMove(InputState state)
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{
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if (!state.Mouse.HasAnyButtonPressed)
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fadeContainer.State = Visibility.Visible;
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return base.OnMouseMove(state);
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}
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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@ -176,7 +172,7 @@ namespace osu.Game.Screens.Play
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if (stateChanged)
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this.FadeIn(500, Easing.OutExpo);
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if (!IsHovered)
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if (!IsHovered && !IsDragged)
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using (BeginDelayedSequence(1000))
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scheduledHide = Schedule(() => State = Visibility.Hidden);
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break;
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@ -194,6 +190,18 @@ namespace osu.Game.Screens.Play
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base.LoadComplete();
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State = Visibility.Visible;
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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scheduledHide?.Cancel();
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return base.OnMouseDown(state, args);
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}
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protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
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{
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State = Visibility.Visible;
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return base.OnMouseUp(state, args);
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}
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}
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private class Button : OsuClickableContainer
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@ -274,7 +282,7 @@ namespace osu.Game.Screens.Play
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flow.TransformSpacingTo(new Vector2(5), 500, Easing.OutQuint);
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box.FadeColour(colourHover, 500, Easing.OutQuint);
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background.FadeTo(0.4f, 500, Easing.OutQuint);
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return base.OnHover(state);
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return true;
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}
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protected override void OnHoverLost(InputState state)
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@ -809,7 +809,7 @@
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<Compile Include="Screens\Play\PlayerSettings\PlayerCheckbox.cs" />
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<Compile Include="Screens\Play\PlayerSettings\PlayerSettingsGroup.cs" />
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<Compile Include="Screens\Play\PlayerSettings\PlayerSliderBar.cs" />
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<Compile Include="Screens\Play\SkipButton.cs" />
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<Compile Include="Screens\Play\SkipOverlay.cs" />
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<Compile Include="Screens\Play\SongProgress.cs" />
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<Compile Include="Screens\Play\SongProgressBar.cs" />
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<Compile Include="Screens\Play\SongProgressGraph.cs" />
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