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Apply required changes after framework masking updates
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@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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}
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// Generally all the control points are within the visible area all the time.
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => true;
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public override bool UpdateSubTreeMasking() => true;
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/// <summary>
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/// Handles correction of invalid path types.
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@ -8,7 +8,6 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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@ -37,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.UI
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// For osu! gameplay, everything is always on screen.
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// Skipping masking calculations improves performance in intense beatmaps (ie. https://osu.ppy.sh/beatmapsets/150945#osu/372245)
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
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public override bool UpdateSubTreeMasking() => false;
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public SmokeContainer Smoke { get; }
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public FollowPointRenderer FollowPoints { get; }
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@ -7,7 +7,6 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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@ -345,7 +344,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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public void Add(Drawable proxy) => AddInternal(proxy);
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds)
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public override bool UpdateSubTreeMasking()
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{
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// DrawableHitObject disables masking.
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// 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
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
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public override bool UpdateSubTreeMasking() => false;
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protected override void OnDrag(DragEvent e)
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{
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@ -15,7 +15,6 @@ using osu.Framework.Extensions.ListExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Lists;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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@ -632,7 +631,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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#endregion
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
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public override bool UpdateSubTreeMasking() => false;
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protected override void UpdateAfterChildren()
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{
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@ -119,7 +119,7 @@ namespace osu.Game.Rulesets.UI
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break;
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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UpdateSubTreeMasking();
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} while (state == PlaybackState.RequiresCatchUp && stopwatch.ElapsedMilliseconds < max_catchup_milliseconds);
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return true;
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@ -7,7 +7,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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@ -20,7 +19,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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public partial class TimelineTickDisplay : TimelinePart<PointVisualisation>
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{
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// With current implementation every tick in the sub-tree should be visible, no need to check whether they are masked away.
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => false;
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public override bool UpdateSubTreeMasking() => false;
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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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