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Refactor code into UserTrackingScrollContainer
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@ -95,7 +95,7 @@ namespace osu.Game.Graphics.Containers
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protected override Container<T> Content => scrollContentContainer;
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private readonly OsuScrollContainer scrollContainer;
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private readonly UserTrackingScrollContainer scrollContainer;
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private readonly Container headerBackgroundContainer;
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private readonly MarginPadding originalSectionsMargin;
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private Drawable expandableHeader, fixedHeader, footer, headerBackground;
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@ -139,7 +139,7 @@ namespace osu.Game.Graphics.Containers
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public void ScrollToTop() => scrollContainer.ScrollTo(0);
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[NotNull]
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protected virtual OsuScrollContainer CreateScrollContainer() => new OsuScrollContainer();
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protected virtual UserTrackingScrollContainer CreateScrollContainer() => new UserTrackingScrollContainer();
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[NotNull]
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protected virtual FlowContainer<T> CreateScrollContentContainer() =>
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49
osu.Game/Graphics/Containers/UserTrackingScrollContainer.cs
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49
osu.Game/Graphics/Containers/UserTrackingScrollContainer.cs
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@ -0,0 +1,49 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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namespace osu.Game.Graphics.Containers
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{
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public class UserTrackingScrollContainer : UserTrackingScrollContainer<Drawable>
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{
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public UserTrackingScrollContainer()
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{
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}
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public UserTrackingScrollContainer(Direction direction)
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: base(direction)
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{
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}
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}
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public class UserTrackingScrollContainer<T> : OsuScrollContainer<T>
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where T : Drawable
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{
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/// <summary>
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/// Whether the last scroll event was user triggered, directly on the scroll container.
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/// </summary>
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public bool UserScrolling { get; private set; }
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public UserTrackingScrollContainer()
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{
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}
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public UserTrackingScrollContainer(Direction direction)
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: base(direction)
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{
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}
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protected override void OnUserScroll(float value, bool animated = true, double? distanceDecay = default)
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{
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UserScrolling = true;
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base.OnUserScroll(value, animated, distanceDecay);
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}
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public new void ScrollTo(float value, bool animated = true, double? distanceDecay = null)
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{
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UserScrolling = false;
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base.ScrollTo(value, animated, distanceDecay);
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}
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}
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}
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