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Fix FPS counter not being wide enough to show large fps numbers
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@ -29,6 +29,8 @@ namespace osu.Game.Graphics.UserInterface
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private Container background = null!;
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private Container counters = null!;
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private const float idle_background_alpha = 0.4f;
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private readonly BindableBool showFpsDisplay = new BindableBool(true);
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@ -49,7 +51,7 @@ namespace osu.Game.Graphics.UserInterface
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mainContent = new Container
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{
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Alpha = 0,
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Size = new Vector2(42, 26),
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Height = 26,
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Children = new Drawable[]
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{
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background = new Container
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@ -68,21 +70,30 @@ namespace osu.Game.Graphics.UserInterface
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},
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}
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},
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counterUpdateFrameTime = new FrameTimeCounter
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counters = new Container
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(1),
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Y = -2,
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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counterUpdateFrameTime = new FrameTimeCounter
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(1),
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Y = -2,
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},
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counterDrawFPS = new FramesPerSecondCounter
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(2),
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Y = 10,
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Scale = new Vector2(0.8f),
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}
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}
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},
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counterDrawFPS = new FramesPerSecondCounter
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(2),
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Y = 10,
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Scale = new Vector2(0.8f),
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}
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}
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},
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};
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@ -159,6 +170,8 @@ namespace osu.Game.Graphics.UserInterface
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{
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base.Update();
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mainContent.Width = Math.Max(mainContent.Width, counters.DrawWidth);
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// Handle the case where the window has become inactive or the user changed the
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// frame limiter (we want to show the FPS as it's changing, even if it isn't an outlier).
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bool aimRatesChanged = updateAimFPS();
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