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Apply required changes after framework masking updates

This commit is contained in:
Dan Balasescu 2024-05-09 20:18:53 +09:00
parent 7dc238d32c
commit 3b8b56cbcb
No known key found for this signature in database
7 changed files with 7 additions and 11 deletions

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@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
}
// Generally all the control points are within the visible area all the time.
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => true;
public override bool UpdateSubTreeMasking() => true;
/// <summary>
/// Handles correction of invalid path types.

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@ -8,7 +8,6 @@ using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
@ -37,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.UI
// For osu! gameplay, everything is always on screen.
// Skipping masking calculations improves performance in intense beatmaps (ie. https://osu.ppy.sh/beatmapsets/150945#osu/372245)
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
public override bool UpdateSubTreeMasking() => false;
public SmokeContainer Smoke { get; }
public FollowPointRenderer FollowPoints { get; }

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@ -7,7 +7,6 @@ using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Judgements;
@ -345,7 +344,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{
public void Add(Drawable proxy) => AddInternal(proxy);
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds)
public override bool UpdateSubTreeMasking()
{
// DrawableHitObject disables masking.
// Hitobject content is proxied and unproxied based on hit status and the IsMaskedAway value could get stuck because of this.

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@ -22,7 +22,7 @@ namespace osu.Game.Tournament.Screens.Ladder
protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
public override bool UpdateSubTreeMasking() => false;
protected override void OnDrag(DragEvent e)
{

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@ -15,7 +15,6 @@ using osu.Framework.Extensions.ListExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Lists;
using osu.Framework.Threading;
using osu.Framework.Utils;
@ -632,7 +631,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
#endregion
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
public override bool UpdateSubTreeMasking() => false;
protected override void UpdateAfterChildren()
{

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@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.UI
break;
base.UpdateSubTree();
UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
UpdateSubTreeMasking();
} while (state == PlaybackState.RequiresCatchUp && stopwatch.ElapsedMilliseconds < max_catchup_milliseconds);
return true;

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@ -7,7 +7,6 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Caching;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Logging;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
@ -20,7 +19,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
public partial class TimelineTickDisplay : TimelinePart<PointVisualisation>
{
// With current implementation every tick in the sub-tree should be visible, no need to check whether they are masked away.
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
public override bool UpdateSubTreeMasking() => false;
[Resolved]
private EditorBeatmap beatmap { get; set; } = null!;