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Merge branch 'master' into editor-performance
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commit
57399e9899
@ -77,7 +77,7 @@ namespace osu.Game.Beatmaps.Drawables.Cards
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downloadTracker,
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background = new Container
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Y,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Child = new Box
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@ -165,9 +165,13 @@ namespace osu.Game.Beatmaps.Drawables.Cards
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private void updateState()
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{
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float targetWidth = Width - (ShowDetails.Value ? ButtonsExpandedWidth : ButtonsCollapsedWidth);
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float buttonAreaWidth = ShowDetails.Value ? ButtonsExpandedWidth : ButtonsCollapsedWidth;
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float mainAreaWidth = Width - buttonAreaWidth;
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mainArea.ResizeWidthTo(targetWidth, BeatmapCard.TRANSITION_DURATION, Easing.OutQuint);
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mainArea.ResizeWidthTo(mainAreaWidth, BeatmapCard.TRANSITION_DURATION, Easing.OutQuint);
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// By limiting the width we avoid this box showing up as an outline around the drawables that are on top of it.
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background.ResizeWidthTo(buttonAreaWidth + BeatmapCard.CORNER_RADIUS, BeatmapCard.TRANSITION_DURATION, Easing.OutQuint);
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background.FadeColour(downloadTracker.State.Value == DownloadState.LocallyAvailable ? colours.Lime0 : colourProvider.Background3, BeatmapCard.TRANSITION_DURATION, Easing.OutQuint);
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buttons.FadeTo(ShowDetails.Value ? 1 : 0, BeatmapCard.TRANSITION_DURATION, Easing.OutQuint);
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@ -7,6 +7,7 @@ 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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@ -18,6 +19,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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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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[Resolved]
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private EditorBeatmap beatmap { get; set; } = null!;
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@ -165,7 +169,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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// save a few drawables beyond the currently used for edge cases.
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while (drawableIndex < Math.Min(usedDrawables + 16, Count))
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Children[drawableIndex++].Hide();
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Children[drawableIndex++].Alpha = 0;
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// expire any excess
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while (drawableIndex < Count)
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@ -182,7 +186,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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point = Children[drawableIndex];
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drawableIndex++;
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point.Show();
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point.Alpha = 1;
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return point;
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}
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