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https://github.com/ppy/osu
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Merge pull request #28821 from peppy/fix-editor-dim
Fix editor UI transparency being incorrectly opaque when hovering slider control points
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commit
ccc4d288b2
@ -132,7 +132,7 @@ namespace osu.Game.Rulesets.Edit
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InternalChildren = new[]
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{
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PlayfieldContentContainer = new ContentContainer
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PlayfieldContentContainer = new Container
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{
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Name = "Playfield content",
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RelativeSizeAxes = Axes.Y,
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@ -269,6 +269,7 @@ namespace osu.Game.Rulesets.Edit
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composerFocusMode.BindValueChanged(_ =>
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{
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// Transforms should be kept in sync with other usages of composer focus mode.
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if (!composerFocusMode.Value)
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{
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leftToolboxBackground.FadeIn(750, Easing.OutQuint);
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@ -303,6 +304,8 @@ namespace osu.Game.Rulesets.Edit
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PlayfieldContentContainer.Width = Math.Max(1024, DrawWidth) - (TOOLBOX_CONTRACTED_SIZE_LEFT + TOOLBOX_CONTRACTED_SIZE_RIGHT);
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PlayfieldContentContainer.X = TOOLBOX_CONTRACTED_SIZE_LEFT;
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}
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composerFocusMode.Value = PlayfieldContentContainer.Contains(InputManager.CurrentState.Mouse.Position);
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}
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public override Playfield Playfield => drawableRulesetWrapper.Playfield;
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@ -529,31 +532,6 @@ namespace osu.Game.Rulesets.Edit
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}
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#endregion
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private partial class ContentContainer : Container
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{
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public override bool HandlePositionalInput => true;
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private readonly Bindable<bool> composerFocusMode = new Bindable<bool>();
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[BackgroundDependencyLoader(true)]
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private void load([CanBeNull] Editor editor)
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{
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if (editor != null)
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composerFocusMode.BindTo(editor.ComposerFocusMode);
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}
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protected override bool OnHover(HoverEvent e)
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{
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composerFocusMode.Value = true;
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return false;
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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composerFocusMode.Value = false;
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}
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}
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}
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/// <summary>
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@ -82,6 +82,7 @@ namespace osu.Game.Screens.Edit
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saveInProgress.BindValueChanged(_ => TestGameplayButton.Enabled.Value = !saveInProgress.Value, true);
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composerFocusMode.BindValueChanged(_ =>
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{
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// Transforms should be kept in sync with other usages of composer focus mode.
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foreach (var c in this.ChildrenOfType<BottomBarContainer>())
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{
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if (!composerFocusMode.Value)
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@ -134,6 +134,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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composerFocusMode.BindValueChanged(_ =>
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{
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// Transforms should be kept in sync with other usages of composer focus mode.
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if (!composerFocusMode.Value)
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timelineBackground.FadeIn(750, Easing.OutQuint);
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else
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@ -218,6 +218,9 @@ namespace osu.Game.Screens.Edit
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/// This controls the opacity of components like the timelines, sidebars, etc.
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/// In "composer focus" mode the opacity of the aforementioned components is reduced so that the user can focus on the composer better.
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/// </summary>
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/// <remarks>
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/// The state of this bindable is controlled by <see cref="HitObjectComposer"/> when in <see cref="EditorScreenMode.Compose"/> mode.
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/// </remarks>
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public Bindable<bool> ComposerFocusMode { get; } = new Bindable<bool>();
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public Editor(EditorLoader loader = null)
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@ -1015,6 +1018,9 @@ namespace osu.Game.Screens.Edit
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}
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finally
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{
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if (Mode.Value != EditorScreenMode.Compose)
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ComposerFocusMode.Value = false;
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updateSampleDisabledState();
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rebindClipboardBindables();
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}
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