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consolidate halfheight as well
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@ -342,13 +342,13 @@ namespace osu.Game.Screens.Select
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public bool AllowSelection = true;
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/// <summary>
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/// The total height of the displayable portion of the Beatmap Carousel.
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/// Half the height of the visible content.
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/// <remarks>
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/// This is different from <see cref="ScrollContainer{T}.displayableContent"/>, since
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/// This is different from the height of <see cref="ScrollContainer{T}.displayableContent"/>, since
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/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
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/// </remarks>
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/// </summary>
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private float visibleHeight => DrawHeight + bleed_bottom + bleed_top;
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private float visibleHalfHeight => (DrawHeight + bleed_bottom + bleed_top) / 2;
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/// <summary>
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/// The position of the lower visible bound with respect to the current scroll position.
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@ -508,9 +508,8 @@ namespace osu.Game.Screens.Select
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// Update externally controlled state of currently visible items
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// (e.g. x-offset and opacity).
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float halfHeight = visibleHeight / 2;
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foreach (DrawableCarouselItem p in scrollableContent.Children)
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updateItem(p, halfHeight);
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updateItem(p);
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}
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protected override void Dispose(bool isDisposing)
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@ -564,7 +563,7 @@ namespace osu.Game.Screens.Select
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yPositions.Clear();
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float currentY = visibleHeight / 2;
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float currentY = visibleHalfHeight;
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DrawableCarouselBeatmapSet lastSet = null;
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scrollTarget = null;
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@ -617,7 +616,7 @@ namespace osu.Game.Screens.Select
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currentY += d.DrawHeight + 5;
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}
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currentY += visibleHeight / 2;
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currentY += visibleHalfHeight;
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scrollableContent.Height = currentY;
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if (BeatmapSetsLoaded && (selectedBeatmapSet == null || selectedBeatmap == null || selectedBeatmapSet.State.Value != CarouselItemState.Selected))
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@ -658,16 +657,15 @@ namespace osu.Game.Screens.Select
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/// the current scroll position.
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/// </summary>
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/// <param name="p">The item to be updated.</param>
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/// <param name="halfHeight">Half the draw height of the carousel container's parent.</param>
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private void updateItem(DrawableCarouselItem p, float halfHeight)
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private void updateItem(DrawableCarouselItem p)
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{
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float itemDrawY = p.Position.Y - visibleUpperBound + p.DrawHeight / 2;
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float dist = Math.Abs(1f - itemDrawY / halfHeight);
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float dist = Math.Abs(1f - itemDrawY / visibleHalfHeight);
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// Setting the origin position serves as an additive position on top of potential
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// local transformation we may want to apply (e.g. when a item gets selected, we
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// may want to smoothly transform it leftwards.)
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p.OriginPosition = new Vector2(-offsetX(dist, halfHeight), 0);
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p.OriginPosition = new Vector2(-offsetX(dist, visibleHalfHeight), 0);
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// We are applying a multiplicative alpha (which is internally done by nesting an
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// additional container and setting that container's alpha) such that we can
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