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Merge branch 'master' into timline-beat-lines
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commit
ea2ee53ee3
@ -7,6 +7,7 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Shapes;
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@ -65,10 +66,14 @@ namespace osu.Game.Tests.Visual.Menus
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game.Dispose();
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game.Dispose();
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}
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}
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// see MouseSettings
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var frameworkConfig = host.Dependencies.Get<FrameworkConfigManager>();
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frameworkConfig.GetBindable<double>(FrameworkSetting.CursorSensitivity).Disabled = false;
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game = new TestOsuGame(LocalStorage, API);
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game = new TestOsuGame(LocalStorage, API);
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game.SetHost(host);
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game.SetHost(host);
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// todo: this can be removed once we can run audio trakcs without a device present
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// todo: this can be removed once we can run audio tracks without a device present
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// see https://github.com/ppy/osu/issues/1302
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// see https://github.com/ppy/osu/issues/1302
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game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles);
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game.LocalConfig.Set(OsuSetting.IntroSequence, IntroSequence.Circles);
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@ -117,9 +117,20 @@ namespace osu.Game.Screens.Select.Details
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mod.ApplyToDifficulty(adjustedDifficulty);
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mod.ApplyToDifficulty(adjustedDifficulty);
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}
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}
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// Account for mania differences
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switch (Beatmap?.Ruleset?.ID ?? 0)
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firstValue.Title = (Beatmap?.Ruleset?.ID ?? 0) == 3 ? "Key Amount" : "Circle Size";
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{
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case 3:
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// Account for mania differences locally for now
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// Eventually this should be handled in a more modular way, allowing rulesets to return arbitrary difficulty attributes
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firstValue.Title = "Key Count";
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firstValue.Value = (baseDifficulty?.CircleSize ?? 0, null);
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break;
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default:
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firstValue.Title = "Circle Size";
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firstValue.Value = (baseDifficulty?.CircleSize ?? 0, adjustedDifficulty?.CircleSize);
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firstValue.Value = (baseDifficulty?.CircleSize ?? 0, adjustedDifficulty?.CircleSize);
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break;
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}
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starDifficulty.Value = ((float)(Beatmap?.StarDifficulty ?? 0), null);
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starDifficulty.Value = ((float)(Beatmap?.StarDifficulty ?? 0), null);
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