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Merge branch 'master' into pr-beatmap_listing_pagination
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commit
45387a7131
@ -7,6 +7,7 @@ using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Mania.Objects;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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@ -49,6 +50,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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protected override void OnMouseUp(MouseUpEvent e)
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{
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if (e.Button != MouseButton.Left)
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return;
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base.OnMouseUp(e);
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EndPlacement(true);
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}
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@ -11,6 +11,7 @@ using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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@ -46,6 +47,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (e.Button != MouseButton.Left)
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return false;
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if (Column == null)
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return base.OnMouseDown(e);
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@ -5,6 +5,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Mania.Edit.Blueprints.Components;
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using osu.Game.Rulesets.Mania.Objects;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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@ -30,6 +31,9 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (e.Button != MouseButton.Left)
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return false;
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base.OnMouseDown(e);
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// Place the note immediately.
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@ -9,12 +9,12 @@ using Newtonsoft.Json.Linq;
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namespace osu.Game.IO.Serialization.Converters
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{
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/// <summary>
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/// A type of <see cref="JsonConverter"/> that serializes a <see cref="List{T}"/> alongside
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/// A type of <see cref="JsonConverter"/> that serializes an <see cref="IReadOnlyList{T}"/> alongside
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/// a lookup table for the types contained. The lookup table is used in deserialization to
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/// reconstruct the objects with their original types.
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/// </summary>
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/// <typeparam name="T">The type of objects contained in the <see cref="List{T}"/> this attribute is attached to.</typeparam>
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public class TypedListConverter<T> : JsonConverter
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/// <typeparam name="T">The type of objects contained in the <see cref="IReadOnlyList{T}"/> this attribute is attached to.</typeparam>
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public class TypedListConverter<T> : JsonConverter<IReadOnlyList<T>>
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{
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private readonly bool requiresTypeVersion;
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@ -36,9 +36,7 @@ namespace osu.Game.IO.Serialization.Converters
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this.requiresTypeVersion = requiresTypeVersion;
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}
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public override bool CanConvert(Type objectType) => objectType == typeof(List<T>);
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public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
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public override IReadOnlyList<T> ReadJson(JsonReader reader, Type objectType, IReadOnlyList<T> existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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var list = new List<T>();
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@ -59,14 +57,12 @@ namespace osu.Game.IO.Serialization.Converters
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return list;
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}
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public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
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public override void WriteJson(JsonWriter writer, IReadOnlyList<T> value, JsonSerializer serializer)
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{
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var list = (IEnumerable<T>)value;
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var lookupTable = new List<string>();
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var objects = new List<JObject>();
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foreach (var item in list)
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foreach (var item in value)
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{
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var type = item.GetType();
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var assemblyName = type.Assembly.GetName();
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@ -11,26 +11,22 @@ namespace osu.Game.IO.Serialization.Converters
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/// <summary>
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/// A type of <see cref="JsonConverter"/> that serializes only the X and Y coordinates of a <see cref="Vector2"/>.
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/// </summary>
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public class Vector2Converter : JsonConverter
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public class Vector2Converter : JsonConverter<Vector2>
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{
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public override bool CanConvert(Type objectType) => objectType == typeof(Vector2);
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public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
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public override Vector2 ReadJson(JsonReader reader, Type objectType, Vector2 existingValue, bool hasExistingValue, JsonSerializer serializer)
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{
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var obj = JObject.Load(reader);
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return new Vector2((float)obj["x"], (float)obj["y"]);
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}
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public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
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public override void WriteJson(JsonWriter writer, Vector2 value, JsonSerializer serializer)
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{
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var vector = (Vector2)value;
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writer.WriteStartObject();
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writer.WritePropertyName("x");
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writer.WriteValue(vector.X);
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writer.WriteValue(value.X);
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writer.WritePropertyName("y");
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writer.WriteValue(vector.Y);
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writer.WriteValue(value.Y);
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writer.WriteEndObject();
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}
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@ -91,7 +91,7 @@ namespace osu.Game
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protected BackButton BackButton;
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protected SettingsPanel Settings;
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protected SettingsOverlay Settings;
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private VolumeOverlay volume;
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private OsuLogo osuLogo;
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@ -767,13 +767,20 @@ namespace osu.Game
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private Task asyncLoadStream;
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private T loadComponentSingleFile<T>(T d, Action<T> add, bool cache = false)
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/// <summary>
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/// Queues loading the provided component in sequential fashion.
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/// This operation is limited to a single thread to avoid saturating all cores.
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/// </summary>
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/// <param name="component">The component to load.</param>
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/// <param name="loadCompleteAction">An action to invoke on load completion (generally to add the component to the hierarchy).</param>
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/// <param name="cache">Whether to cache the component as type <typeparamref name="T"/> into the game dependencies before any scheduling.</param>
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private T loadComponentSingleFile<T>(T component, Action<T> loadCompleteAction, bool cache = false)
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where T : Drawable
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{
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if (cache)
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dependencies.Cache(d);
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dependencies.CacheAs(component);
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if (d is OverlayContainer overlay)
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if (component is OverlayContainer overlay)
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overlays.Add(overlay);
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// schedule is here to ensure that all component loads are done after LoadComplete is run (and thus all dependencies are cached).
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@ -791,12 +798,12 @@ namespace osu.Game
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try
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{
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Logger.Log($"Loading {d}...", level: LogLevel.Debug);
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Logger.Log($"Loading {component}...", level: LogLevel.Debug);
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// Since this is running in a separate thread, it is possible for OsuGame to be disposed after LoadComponentAsync has been called
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// throwing an exception. To avoid this, the call is scheduled on the update thread, which does not run if IsDisposed = true
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Task task = null;
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var del = new ScheduledDelegate(() => task = LoadComponentAsync(d, add));
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var del = new ScheduledDelegate(() => task = LoadComponentAsync(component, loadCompleteAction));
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Scheduler.Add(del);
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// The delegate won't complete if OsuGame has been disposed in the meantime
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@ -811,7 +818,7 @@ namespace osu.Game
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await task;
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Logger.Log($"Loaded {d}!", level: LogLevel.Debug);
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Logger.Log($"Loaded {component}!", level: LogLevel.Debug);
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}
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catch (OperationCanceledException)
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{
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@ -819,7 +826,7 @@ namespace osu.Game
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});
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});
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return d;
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return component;
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}
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protected override bool OnScroll(ScrollEvent e)
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