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Merge branch 'master' into fix-multiple-tracks-playing

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Dean Herbert 2018-02-28 15:32:16 +09:00 committed by GitHub
commit 08497427fd
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4 changed files with 13 additions and 5 deletions

@ -1 +1 @@
Subproject commit 9a773e62eb246206b918ba4fccf9f2507aaa4595 Subproject commit 500a791577979669e47eece699d5bd8b9068ee4b

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@ -8,6 +8,7 @@ using OpenTK;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Game.Configuration; using osu.Game.Configuration;
using osu.Framework.Configuration; using osu.Framework.Configuration;
using osu.Framework.MathUtils;
namespace osu.Game.Graphics.Containers namespace osu.Game.Graphics.Containers
{ {
@ -61,8 +62,9 @@ namespace osu.Game.Graphics.Containers
if (parallaxEnabled) if (parallaxEnabled)
{ {
Vector2 offset = input.CurrentState.Mouse == null ? Vector2.Zero : ToLocalSpace(input.CurrentState.Mouse.NativeState.Position) - DrawSize / 2; Vector2 offset = (input.CurrentState.Mouse == null ? Vector2.Zero : ToLocalSpace(input.CurrentState.Mouse.NativeState.Position) - DrawSize / 2) * ParallaxAmount;
content.MoveTo(offset * ParallaxAmount, firstUpdate ? 0 : 1000, Easing.OutQuint);
content.Position = Interpolation.ValueAt(Clock.ElapsedFrameTime, content.Position, offset, 0, 1000, Easing.OutQuint);
content.Scale = new Vector2(1 + ParallaxAmount); content.Scale = new Vector2(1 + ParallaxAmount);
} }

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@ -109,7 +109,7 @@ namespace osu.Game.Screens.Play
{ {
var xFill = value * UsableWidth; var xFill = value * UsableWidth;
fill.Width = xFill; fill.Width = xFill;
handleBase.MoveToX(xFill); handleBase.X = xFill;
} }
protected override void OnUserChange() => OnSeek?.Invoke(Current); protected override void OnUserChange() => OnSeek?.Invoke(Current);

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@ -407,12 +407,14 @@ namespace osu.Game.Screens.Select
continue; continue;
} }
float depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0);
// Only add if we're not already part of the content. // Only add if we're not already part of the content.
if (!scrollableContent.Contains(item)) if (!scrollableContent.Contains(item))
{ {
// Makes sure headers are always _below_ items, // Makes sure headers are always _below_ items,
// and depth flows downward. // and depth flows downward.
item.Depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0); item.Depth = depth;
switch (item.LoadState) switch (item.LoadState)
{ {
@ -426,6 +428,10 @@ namespace osu.Game.Screens.Select
break; break;
} }
} }
else
{
scrollableContent.ChangeChildDepth(item, depth);
}
} }
// this is not actually useful right now, but once we have groups may well be. // this is not actually useful right now, but once we have groups may well be.