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Merge remote-tracking branch 'upstream/master' into RefactorInputQueues
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@ -157,7 +157,6 @@ namespace osu.Game.Screens.Menu
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return true;
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}
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return false;
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}
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@ -19,8 +19,7 @@ namespace osu.Game.Screens.Menu
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private Color4 iconColour;
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public override bool ShowOverlaysOnEnter => false;
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public override bool HasLocalCursorDisplayed => true;
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public override bool CursorVisible => false;
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public Disclaimer()
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{
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@ -31,9 +31,8 @@ namespace osu.Game.Screens.Menu
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private SampleChannel welcome;
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private SampleChannel seeya;
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public override bool HasLocalCursorDisplayed => true;
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public override bool ShowOverlaysOnEnter => false;
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public override bool CursorVisible => false;
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenEmpty();
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using OpenTK;
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using OpenTK.Graphics;
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@ -188,7 +187,7 @@ namespace osu.Game.Screens.Menu
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mediumRing.ResizeTo(130, 340, Easing.OutQuad);
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mediumRing.Foreground.ResizeTo(1, 880, Easing.Out);
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Func<double> remainingTime = () => length - TransformDelay;
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double remainingTime() => length - TransformDelay;
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using (BeginDelayedSequence(250, true))
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{
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@ -231,7 +231,7 @@ namespace osu.Game.Screens.Menu
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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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public void AppendAnimatingAction(Action action, bool waitForPrevious)
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{
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Action runnableAction = () =>
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void runnableAction()
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{
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if (waitForPrevious)
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this.DelayUntilTransformsFinished().Schedule(action);
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@ -240,12 +240,12 @@ namespace osu.Game.Screens.Menu
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ClearTransforms();
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action();
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}
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};
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}
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if (IsLoaded)
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runnableAction();
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else
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Schedule(() => runnableAction());
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Schedule(runnableAction);
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}
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[BackgroundDependencyLoader]
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