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Make many internal classes and methods public
This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
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@ -39,10 +39,10 @@ namespace osu.Game.Screens.Menu
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private readonly FlowContainerWithOrigin buttonFlow;
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//todo: make these non-internal somehow.
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internal const float BUTTON_AREA_HEIGHT = 100;
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public const float BUTTON_AREA_HEIGHT = 100;
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internal const float BUTTON_WIDTH = 140f;
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internal const float WEDGE_WIDTH = 20;
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public const float BUTTON_WIDTH = 140f;
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public const float WEDGE_WIDTH = 20;
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private OsuLogo logo;
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.Menu
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/// <summary>
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/// Whether we have loaded the menu previously.
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/// </summary>
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internal bool DidLoadMenu;
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public bool DidLoadMenu;
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private MainMenu mainMenu;
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private SampleChannel welcome;
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@ -226,7 +226,7 @@ namespace osu.Game.Screens.Menu
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/// </summary>
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/// <param name="action">The animation to be performed</param>
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/// <param name="waitForPrevious">If true, the new animation is delayed until all previous transforms finish. If false, existing transformed are cleared.</param>
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internal void AppendAnimatingAction(Action action, bool waitForPrevious)
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public void AppendAnimatingAction(Action action, bool waitForPrevious)
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{
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Action runnableAction = () =>
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{
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