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