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Reduce semi-opaque layers at song select
I made these changes while working on https://github.com/ppy/osu/pull/30579. Basically, it's hard to fix the ranks not loading while underneath the footer, and the transparency both looks bad, and is going away in the redesign. I've chosen values here that are moving *in the direction* of the new design without overhauling everything. - I know that there's still some transparency. I did this because it helps keep all current elements / colours contrasting without too much effort. - I completely removed the transparency adjustments on the beatmap panels. This always looked bad due to being applied per-layer, and I don't think it added much.
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@ -1116,11 +1116,6 @@ namespace osu.Game.Screens.Select
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// adjusting the item's overall X position can cause it to become masked away when
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// adjusting the item's overall X position can cause it to become masked away when
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// child items (difficulties) are still visible.
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// child items (difficulties) are still visible.
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item.Header.X = offsetX(dist, visibleHalfHeight) - (parent?.X ?? 0);
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item.Header.X = offsetX(dist, visibleHalfHeight) - (parent?.X ?? 0);
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// We are applying a multiplicative alpha (which is internally done by nesting an
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// additional container and setting that container's alpha) such that we can
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// layer alpha transformations on top.
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item.SetMultiplicativeAlpha(Math.Clamp(1.75f - 1.5f * dist, 0, 1));
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}
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}
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private enum PendingScrollOperation
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private enum PendingScrollOperation
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@ -86,8 +86,6 @@ namespace osu.Game.Screens.Select.Carousel
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};
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};
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}
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}
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public void SetMultiplicativeAlpha(float alpha) => Header.BorderContainer.Alpha = alpha;
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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@ -97,8 +97,8 @@ namespace osu.Game.Screens.Select
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{
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{
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new Box
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new Box
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{
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{
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Colour = Color4.Black,
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Colour = OsuColour.Gray(0.05f),
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Alpha = 0.8f,
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Alpha = 0.96f,
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Width = 2,
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Width = 2,
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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},
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},
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@ -12,6 +12,7 @@ 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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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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namespace osu.Game.Screens.Select
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namespace osu.Game.Screens.Select
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@ -82,14 +83,15 @@ namespace osu.Game.Screens.Select
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Size = Vector2.One,
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Size = Vector2.One,
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Colour = Color4.Black.Opacity(0.5f),
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Colour = OsuColour.Gray(0.1f),
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Alpha = 0.96f,
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},
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},
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modeLight = new Box
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modeLight = new Box
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{
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{
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RelativeSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.X,
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Height = 3,
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Height = 3,
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Position = new Vector2(0, -3),
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Position = new Vector2(0, -3),
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Colour = Color4.Black,
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Colour = OsuColour.Gray(0.1f),
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},
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},
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new FillFlowContainer
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new FillFlowContainer
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{
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{
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