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Merge branch 'master' into placement-display-in-timeline
This commit is contained in:
@ -18,6 +18,8 @@ namespace osu.Game.Screens.Edit
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private const float vertical_margins = 10;
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private const float horizontal_margins = 20;
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private const float timeline_height = 110;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
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private Container timelineContainer;
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@ -32,65 +34,57 @@ namespace osu.Game.Screens.Edit
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Children = new Drawable[]
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{
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new GridContainer
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mainContent = new Container
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{
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Name = "Main content",
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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Padding = new MarginPadding
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{
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new Drawable[]
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Horizontal = horizontal_margins,
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Top = vertical_margins + timeline_height,
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Bottom = vertical_margins
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},
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},
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new Container
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{
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Name = "Timeline",
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RelativeSizeAxes = Axes.X,
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Height = timeline_height,
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Children = new Drawable[]
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{
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new Box
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{
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new Container
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(0.5f)
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},
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new Container
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{
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Name = "Timeline content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Horizontal = horizontal_margins, Vertical = vertical_margins },
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Child = new GridContainer
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{
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Name = "Timeline",
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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Content = new[]
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{
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new Box
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new Drawable[]
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black.Opacity(0.5f)
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},
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new Container
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{
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Name = "Timeline content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Horizontal = horizontal_margins, Vertical = vertical_margins },
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Child = new GridContainer
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timelineContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[]
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{
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timelineContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Right = 5 },
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},
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new BeatDivisorControl(beatDivisor) { RelativeSizeAxes = Axes.Both }
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},
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},
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ColumnDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, 90),
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}
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Padding = new MarginPadding { Right = 5 },
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},
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}
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new BeatDivisorControl(beatDivisor) { RelativeSizeAxes = Axes.Both }
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},
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},
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ColumnDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.Absolute, 90),
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}
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}
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},
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new Drawable[]
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{
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mainContent = new Container
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{
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Name = "Main content",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Horizontal = horizontal_margins, Vertical = vertical_margins },
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}
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},
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}
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},
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RowDimensions = new[] { new Dimension(GridSizeMode.Absolute, 110) }
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}
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},
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};
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@ -123,7 +123,7 @@ namespace osu.Game.Screens.Menu
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Color4 defaultColour = Color4.White.Opacity(0.2f);
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if (user.Value?.IsSupporter ?? false)
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AccentColour = skin.Value.GetConfig<GlobalSkinColour, Color4>(GlobalSkinColour.MenuGlow)?.Value ?? defaultColour;
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AccentColour = skin.Value.GetConfig<GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? defaultColour;
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else
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AccentColour = defaultColour;
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}
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@ -112,7 +112,7 @@ namespace osu.Game.Screens.Menu
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Color4 baseColour = colours.Blue;
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if (user.Value?.IsSupporter ?? false)
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baseColour = skin.Value.GetConfig<GlobalSkinColour, Color4>(GlobalSkinColour.MenuGlow)?.Value ?? baseColour;
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baseColour = skin.Value.GetConfig<GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? baseColour;
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// linear colour looks better in this case, so let's use it for now.
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Color4 gradientDark = baseColour.Opacity(0).ToLinear();
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@ -78,7 +78,7 @@ namespace osu.Game.Screens.Play
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// Lazer's audio timings in general doesn't match stable. This is the result of user testing, albeit limited.
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// This only seems to be required on windows. We need to eventually figure out why, with a bit of luck.
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platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 22 : 0 };
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platformOffsetClock = new FramedOffsetClock(adjustableClock) { Offset = RuntimeInfo.OS == RuntimeInfo.Platform.Windows ? 15 : 0 };
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// the final usable gameplay clock with user-set offsets applied.
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userOffsetClock = new FramedOffsetClock(platformOffsetClock);
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