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https://github.com/osukey/osukey.git
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Merge remote-tracking branch 'refs/remotes/ppy/master' into beatmap-video
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@ -304,6 +304,7 @@ namespace osu.Game.Screens.Play
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private class Button : DialogButton
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{
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// required to ensure keyboard navigation always starts from an extremity (unless the cursor is moved)
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protected override bool OnHover(HoverEvent e) => true;
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protected override bool OnMouseMove(MouseMoveEvent e)
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@ -312,5 +313,22 @@ namespace osu.Game.Screens.Play
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return base.OnMouseMove(e);
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}
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}
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[Resolved]
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private GlobalActionContainer globalAction { get; set; }
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protected override bool Handle(UIEvent e)
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{
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switch (e)
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{
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case ScrollEvent _:
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if (ReceivePositionalInputAt(e.ScreenSpaceMousePosition))
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return globalAction.TriggerEvent(e);
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break;
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}
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return base.Handle(e);
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}
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}
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}
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@ -8,7 +8,6 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play.HUD.HitErrorMeters;
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@ -49,6 +48,9 @@ namespace osu.Game.Screens.Play.HUD
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private void onNewJudgement(JudgementResult result)
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{
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if (result.HitObject.HitWindows == null)
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return;
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foreach (var c in Children)
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c.OnNewJudgement(result);
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}
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@ -11,7 +11,6 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using osuTK.Graphics;
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@ -146,7 +145,7 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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private void createColourBars(OsuColour colours)
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{
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var windows = HitWindows.GetAllAvailableHalfWindows().ToArray();
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var windows = HitWindows.GetAllAvailableWindows().ToArray();
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maxHitWindow = windows.First().length;
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@ -3,7 +3,7 @@
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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{
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@ -3,7 +3,6 @@
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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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -259,7 +258,7 @@ namespace osu.Game.Screens.Play
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Margin = new MarginPadding { Top = 20, Right = 10 },
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};
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protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset.Objects.FirstOrDefault()?.HitWindows);
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protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset.FirstAvailableHitWindows);
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protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
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@ -180,6 +180,7 @@ namespace osu.Game.Screens.Play
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(ScoreProcessor, DrawableRuleset, Mods.Value)
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{
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HoldToQuit =
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@ -503,15 +504,18 @@ namespace osu.Game.Screens.Play
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return true;
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}
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if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
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// still want to block if we are within the cooldown period and not already paused.
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return true;
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if (HasFailed && ValidForResume && !FailOverlay.IsPresent)
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// ValidForResume is false when restarting
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// ValidForResume is false when restarting
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if (ValidForResume)
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{
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failAnimation.FinishTransforms(true);
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return true;
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if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
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// still want to block if we are within the cooldown period and not already paused.
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return true;
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if (HasFailed && !FailOverlay.IsPresent)
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{
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failAnimation.FinishTransforms(true);
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return true;
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}
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}
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GameplayClockContainer.ResetLocalAdjustments();
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@ -103,6 +103,7 @@ namespace osu.Game.Screens.Play
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var newColumns = new BufferedContainer<Column>
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{
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CacheDrawnFrameBuffer = true,
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RedrawOnScale = false,
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RelativeSizeAxes = Axes.Both,
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};
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