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Merge branch 'master' into samah-ios

This commit is contained in:
Dean Herbert 2019-01-28 15:34:46 +09:00 committed by GitHub
commit 354a99f5e1
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 22 additions and 13 deletions

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@ -5,6 +5,7 @@ using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
{
@ -22,8 +23,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles
{
base.LoadComplete();
// Fixes a 1-frame position discrpancy due to the first mouse move event happening in the next frame
HitObject.Position = GetContainingInputManager().CurrentState.Mouse.Position;
// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
HitObject.Position = Parent?.ToLocalSpace(GetContainingInputManager().CurrentState.Mouse.Position) ?? Vector2.Zero;
}
protected override bool OnClick(ClickEvent e)

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@ -47,6 +47,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
setState(PlacementState.Initial);
}
protected override void LoadComplete()
{
base.LoadComplete();
// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
HitObject.Position = Parent?.ToLocalSpace(GetContainingInputManager().CurrentState.Mouse.Position) ?? Vector2.Zero;
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
switch (state)

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@ -32,7 +32,7 @@ namespace osu.Game.Graphics.UserInterface
public bool HoldFocus
{
get { return allowImmediateFocus && focus; }
get => allowImmediateFocus && focus;
set
{
focus = value;

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@ -123,6 +123,16 @@ namespace osu.Game.Screens.Select
Padding = new MarginPadding { Top = 10, Right = 5 },
}
},
beatmapInfoWedge = new BeatmapInfoWedge
{
Size = wedged_container_size,
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding
{
Top = left_area_padding,
Right = left_area_padding,
},
},
new Container
{
RelativeSizeAxes = Axes.Both,
@ -163,16 +173,6 @@ namespace osu.Game.Screens.Select
}
},
},
beatmapInfoWedge = new BeatmapInfoWedge
{
Size = wedged_container_size,
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding
{
Top = left_area_padding,
Right = left_area_padding,
},
},
new ResetScrollContainer(() => Carousel.ScrollToSelected())
{
RelativeSizeAxes = Axes.Y,