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Add combo colour display support
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -15,6 +16,7 @@ using osu.Framework.Input.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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using osuTK.Graphics;
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@ -34,6 +36,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private readonly List<Container> shadowComponents = new List<Container>();
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private DrawableHitObject drawableHitObject;
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private Bindable<Color4> comboColour;
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private const float thickness = 5;
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private const float shadow_radius = 5;
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@ -123,6 +129,30 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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updateShadows();
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}
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[BackgroundDependencyLoader(true)]
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private void load(HitObjectComposer composer)
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{
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if (composer != null)
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{
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// best effort to get the drawable representation for grabbing colour and what not.
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drawableHitObject = composer.HitObjects.FirstOrDefault(d => d.HitObject == HitObject);
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (drawableHitObject != null)
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{
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comboColour = drawableHitObject.AccentColour.GetBoundCopy();
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comboColour.BindValueChanged(colour =>
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{
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Colour = drawableHitObject.AccentColour.Value;
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}, true);
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}
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}
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protected override void Update()
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{
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base.Update();
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