diff --git a/osu.Game/Screens/Select/BeatmapInfoWedgeV2.cs b/osu.Game/Screens/Select/BeatmapInfoWedgeV2.cs index ced6931e1f..ce07a59a0c 100644 --- a/osu.Game/Screens/Select/BeatmapInfoWedgeV2.cs +++ b/osu.Game/Screens/Select/BeatmapInfoWedgeV2.cs @@ -32,6 +32,9 @@ namespace osu.Game.Screens.Select private const float transition_duration = 250; private const float corner_radius = 10; + /// Todo: move this const out to song select when more new design elements are implemented for the beatmap details area, since it applies to text alignment of various elements + private const float text_margin = 62; + private static readonly Vector2 wedged_container_shear = new Vector2(shear_width / wedge_height, 0); [Resolved] @@ -159,18 +162,21 @@ namespace osu.Game.Screens.Select LoadComponentAsync(loadingInfo = new Container { Masking = true, + // We offset this by the portion of the colour bar underneath we wish to show X = -30, CornerRadius = corner_radius, RelativeSizeAxes = Axes.Both, Depth = DisplayedContent?.Depth + 1 ?? 0, Children = new Drawable[] { + // TODO: New wedge design uses a coloured horizontal gradient for its background, however this lacks implementation information in the figma draft. + // pending https://www.figma.com/file/DXKwqZhD5yyb1igc3mKo1P?node-id=2980:3361#340801912 being answered. new BeatmapInfoWedgeBackground(beatmap) { Shear = -Shear }, Info = new WedgeInfoText(beatmap) { Shear = -Shear } } }, loaded => { - // ensure we are the most recent loaded wedge. + // Ensure we are the most recent loaded wedge. if (loaded != loadingInfo) return; removeOldInfo(); @@ -262,7 +268,7 @@ namespace osu.Game.Screens.Select { Name = "Top-left aligned metadata", Direction = FillDirection.Vertical, - Position = new Vector2(80, 12), + Position = new Vector2(text_margin + shear_width, 12), Width = .7f, AutoSizeAxes = Axes.Y, RelativeSizeAxes = Axes.X, @@ -278,10 +284,10 @@ namespace osu.Game.Screens.Select }, ArtistLabel = new OsuSpriteText { - //figma design has a diffused shadow, instead of the solid one present here. + // TODO : figma design has a diffused shadow, instead of the solid one present here, not possible currently as far as i'm aware. Shadow = true, Current = { BindTarget = artistBinding }, - //Not sure if this should be semi bold or medium + // Not sure if this should be semi bold or medium Font = OsuFont.Torus.With(size: 20, weight: FontWeight.SemiBold), RelativeSizeAxes = Axes.X, Truncate = true @@ -297,8 +303,8 @@ namespace osu.Game.Screens.Select starRatingDisplay.DisplayedStars.BindValueChanged(s => { - wedge.starCounter.Colour = s.NewValue >= 6.5 ? colours.Orange1 : Colour4.Black.Opacity(0.75f); wedge.starCounter.Current = (float)s.NewValue; + wedge.starCounter.Colour = s.NewValue >= 6.5 ? colours.Orange1 : Colour4.Black.Opacity(0.75f); wedge.difficultyColourBar.FadeColour(colours.ForStarDifficulty(s.NewValue)); }, true);