mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 11:28:00 +08:00
Merge branch 'master' into taiko-scroller
This commit is contained in:
commit
6841bd5609
@ -10,10 +10,13 @@ using osu.Framework.Bindables;
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|||||||
using osu.Framework.Graphics;
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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.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling;
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@ -48,6 +51,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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DrawableHitObject lastObject = null;
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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Vector2 originalPosition = Vector2.Zero;
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setScrollStep(ScrollingDirection.Up);
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AddStep("seek to last object", () =>
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AddStep("seek to last object", () =>
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{
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{
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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@ -81,7 +86,7 @@ namespace osu.Game.Rulesets.Mania.Tests
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DrawableHitObject lastObject = null;
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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Vector2 originalPosition = Vector2.Zero;
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AddStep("set down scroll", () => ((Bindable<ScrollingDirection>)composer.Composer.ScrollingInfo.Direction).Value = ScrollingDirection.Down);
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setScrollStep(ScrollingDirection.Down);
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AddStep("seek to last object", () =>
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AddStep("seek to last object", () =>
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{
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{
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@ -116,6 +121,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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DrawableHitObject lastObject = null;
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DrawableHitObject lastObject = null;
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Vector2 originalPosition = Vector2.Zero;
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Vector2 originalPosition = Vector2.Zero;
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setScrollStep(ScrollingDirection.Down);
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AddStep("seek to last object", () =>
|
AddStep("seek to last object", () =>
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{
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{
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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lastObject = this.ChildrenOfType<DrawableHitObject>().Single(d => d.HitObject == composer.EditorBeatmap.HitObjects.Last());
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@ -147,6 +154,46 @@ namespace osu.Game.Rulesets.Mania.Tests
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AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y <= DefaultNotePiece.NOTE_HEIGHT);
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AddAssert("hitobjects not moved vertically", () => lastObject.DrawPosition.Y - originalPosition.Y <= DefaultNotePiece.NOTE_HEIGHT);
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}
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}
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[Test]
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public void TestDragHoldNoteSelectionVertically()
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{
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setScrollStep(ScrollingDirection.Down);
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AddStep("setup beatmap", () =>
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{
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composer.EditorBeatmap.Clear();
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composer.EditorBeatmap.Add(new HoldNote
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{
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Column = 1,
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EndTime = 200
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});
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});
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DrawableHoldNote holdNote = null;
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AddStep("grab hold note", () =>
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|
{
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holdNote = this.ChildrenOfType<DrawableHoldNote>().Single();
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InputManager.MoveMouseTo(holdNote);
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InputManager.PressButton(MouseButton.Left);
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});
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AddStep("move drag upwards", () =>
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|
{
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InputManager.MoveMouseTo(holdNote, new Vector2(0, -100));
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InputManager.ReleaseButton(MouseButton.Left);
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});
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AddAssert("head note positioned correctly", () => Precision.AlmostEquals(holdNote.ScreenSpaceDrawQuad.BottomLeft, holdNote.Head.ScreenSpaceDrawQuad.BottomLeft));
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AddAssert("tail note positioned correctly", () => Precision.AlmostEquals(holdNote.ScreenSpaceDrawQuad.TopLeft, holdNote.Tail.ScreenSpaceDrawQuad.BottomLeft));
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|
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AddAssert("head blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteSelectionBlueprint>().ElementAt(0).DrawPosition == holdNote.Head.DrawPosition);
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AddAssert("tail blueprint positioned correctly", () => this.ChildrenOfType<HoldNoteNoteSelectionBlueprint>().ElementAt(1).DrawPosition == holdNote.Tail.DrawPosition);
|
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|
}
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|
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private void setScrollStep(ScrollingDirection direction)
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=> AddStep($"set scroll direction = {direction}", () => ((Bindable<ScrollingDirection>)composer.Composer.ScrollingInfo.Direction).Value = direction);
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|
|
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private class TestComposer : CompositeDrawable
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private class TestComposer : CompositeDrawable
|
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{
|
{
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[Cached(typeof(EditorBeatmap))]
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[Cached(typeof(EditorBeatmap))]
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|
@ -399,7 +399,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
|
{
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public TestSlider()
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public TestSlider()
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{
|
{
|
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DefaultsApplied += () =>
|
DefaultsApplied += _ =>
|
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{
|
{
|
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HeadCircle.HitWindows = new TestHitWindows();
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HeadCircle.HitWindows = new TestHitWindows();
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TailCircle.HitWindows = new TestHitWindows();
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TailCircle.HitWindows = new TestHitWindows();
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@ -78,7 +78,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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private void bindEvents(DrawableOsuHitObject drawableObject)
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private void bindEvents(DrawableOsuHitObject drawableObject)
|
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{
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{
|
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drawableObject.HitObject.PositionBindable.BindValueChanged(_ => scheduleRefresh());
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drawableObject.HitObject.PositionBindable.BindValueChanged(_ => scheduleRefresh());
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drawableObject.HitObject.DefaultsApplied += scheduleRefresh;
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drawableObject.HitObject.DefaultsApplied += _ => scheduleRefresh();
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}
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}
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private void scheduleRefresh()
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private void scheduleRefresh()
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@ -25,6 +25,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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[Cached(typeof(DrawableHitObject))]
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[Cached(typeof(DrawableHitObject))]
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public abstract class DrawableHitObject : SkinReloadableDrawable
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public abstract class DrawableHitObject : SkinReloadableDrawable
|
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{
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{
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public event Action<DrawableHitObject> DefaultsApplied;
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|
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public readonly HitObject HitObject;
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public readonly HitObject HitObject;
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/// <summary>
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/// <summary>
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@ -148,7 +150,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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samplesBindable.CollectionChanged += (_, __) => loadSamples();
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samplesBindable.CollectionChanged += (_, __) => loadSamples();
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updateState(ArmedState.Idle, true);
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updateState(ArmedState.Idle, true);
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onDefaultsApplied();
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apply(HitObject);
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}
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}
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private void loadSamples()
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private void loadSamples()
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@ -175,7 +177,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
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AddInternal(Samples);
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AddInternal(Samples);
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}
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}
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private void onDefaultsApplied() => apply(HitObject);
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private void onDefaultsApplied(HitObject hitObject)
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{
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||||||
|
apply(hitObject);
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|
DefaultsApplied?.Invoke(this);
|
||||||
|
}
|
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|
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private void apply(HitObject hitObject)
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private void apply(HitObject hitObject)
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{
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{
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// <summary>
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/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
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/// Invoked after <see cref="ApplyDefaults"/> has completed on this <see cref="HitObject"/>.
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/// </summary>
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/// </summary>
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public event Action DefaultsApplied;
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public event Action<HitObject> DefaultsApplied;
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|
|
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public readonly Bindable<double> StartTimeBindable = new BindableDouble();
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public readonly Bindable<double> StartTimeBindable = new BindableDouble();
|
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|
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@ -124,7 +124,7 @@ namespace osu.Game.Rulesets.Objects
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foreach (var h in nestedHitObjects)
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foreach (var h in nestedHitObjects)
|
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h.ApplyDefaults(controlPointInfo, difficulty);
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h.ApplyDefaults(controlPointInfo, difficulty);
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||||||
|
|
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DefaultsApplied?.Invoke();
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DefaultsApplied?.Invoke(this);
|
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}
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}
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|
|
||||||
protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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protected virtual void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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@ -487,6 +487,11 @@ namespace osu.Game.Rulesets.UI
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|
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protected virtual ResumeOverlay CreateResumeOverlay() => null;
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protected virtual ResumeOverlay CreateResumeOverlay() => null;
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|
|
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/// <summary>
|
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|
/// Whether to display gameplay overlays, such as <see cref="HUDOverlay"/> and <see cref="BreakOverlay"/>.
|
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|
/// </summary>
|
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|
public virtual bool AllowGameplayOverlays => true;
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|
|
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/// <summary>
|
/// <summary>
|
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/// Sets a replay to be used, overriding local input.
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/// Sets a replay to be used, overriding local input.
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/// </summary>
|
/// </summary>
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@ -16,17 +16,23 @@ namespace osu.Game.Rulesets.UI.Scrolling
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{
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{
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<double> timeRange = new BindableDouble();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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|
private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
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|
|
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[Resolved]
|
[Resolved]
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private IScrollingInfo scrollingInfo { get; set; }
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private IScrollingInfo scrollingInfo { get; set; }
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|
|
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private readonly LayoutValue initialStateCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
|
// Responds to changes in the layout. When the layout changes, all hit object states must be recomputed.
|
||||||
|
private readonly LayoutValue layoutCache = new LayoutValue(Invalidation.RequiredParentSizeToFit | Invalidation.DrawInfo);
|
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|
|
||||||
|
// A combined cache across all hit object states to reduce per-update iterations.
|
||||||
|
// When invalidated, one or more (but not necessarily all) hitobject states must be re-validated.
|
||||||
|
private readonly Cached combinedObjCache = new Cached();
|
||||||
|
|
||||||
public ScrollingHitObjectContainer()
|
public ScrollingHitObjectContainer()
|
||||||
{
|
{
|
||||||
RelativeSizeAxes = Axes.Both;
|
RelativeSizeAxes = Axes.Both;
|
||||||
|
|
||||||
AddLayout(initialStateCache);
|
AddLayout(layoutCache);
|
||||||
}
|
}
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
[BackgroundDependencyLoader]
|
||||||
@ -35,13 +41,14 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
direction.BindTo(scrollingInfo.Direction);
|
direction.BindTo(scrollingInfo.Direction);
|
||||||
timeRange.BindTo(scrollingInfo.TimeRange);
|
timeRange.BindTo(scrollingInfo.TimeRange);
|
||||||
|
|
||||||
direction.ValueChanged += _ => initialStateCache.Invalidate();
|
direction.ValueChanged += _ => layoutCache.Invalidate();
|
||||||
timeRange.ValueChanged += _ => initialStateCache.Invalidate();
|
timeRange.ValueChanged += _ => layoutCache.Invalidate();
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Add(DrawableHitObject hitObject)
|
public override void Add(DrawableHitObject hitObject)
|
||||||
{
|
{
|
||||||
initialStateCache.Invalidate();
|
combinedObjCache.Invalidate();
|
||||||
|
hitObject.DefaultsApplied += onDefaultsApplied;
|
||||||
base.Add(hitObject);
|
base.Add(hitObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -51,8 +58,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
|
|
||||||
if (result)
|
if (result)
|
||||||
{
|
{
|
||||||
initialStateCache.Invalidate();
|
combinedObjCache.Invalidate();
|
||||||
hitObjectInitialStateCache.Remove(hitObject);
|
hitObjectInitialStateCache.Remove(hitObject);
|
||||||
|
|
||||||
|
hitObject.DefaultsApplied -= onDefaultsApplied;
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
@ -60,23 +69,45 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
|
|
||||||
public override void Clear(bool disposeChildren = true)
|
public override void Clear(bool disposeChildren = true)
|
||||||
{
|
{
|
||||||
|
foreach (var h in Objects)
|
||||||
|
h.DefaultsApplied -= onDefaultsApplied;
|
||||||
|
|
||||||
base.Clear(disposeChildren);
|
base.Clear(disposeChildren);
|
||||||
|
|
||||||
initialStateCache.Invalidate();
|
combinedObjCache.Invalidate();
|
||||||
hitObjectInitialStateCache.Clear();
|
hitObjectInitialStateCache.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void onDefaultsApplied(DrawableHitObject drawableObject)
|
||||||
|
{
|
||||||
|
// The cache may not exist if the hitobject state hasn't been computed yet (e.g. if the hitobject was added + defaults applied in the same frame).
|
||||||
|
// In such a case, combinedObjCache will take care of updating the hitobject.
|
||||||
|
if (hitObjectInitialStateCache.TryGetValue(drawableObject, out var objCache))
|
||||||
|
{
|
||||||
|
combinedObjCache.Invalidate();
|
||||||
|
objCache.Invalidate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private float scrollLength;
|
private float scrollLength;
|
||||||
|
|
||||||
protected override void Update()
|
protected override void Update()
|
||||||
{
|
{
|
||||||
base.Update();
|
base.Update();
|
||||||
|
|
||||||
if (!initialStateCache.IsValid)
|
if (!layoutCache.IsValid)
|
||||||
{
|
{
|
||||||
foreach (var cached in hitObjectInitialStateCache.Values)
|
foreach (var cached in hitObjectInitialStateCache.Values)
|
||||||
cached.Invalidate();
|
cached.Invalidate();
|
||||||
|
combinedObjCache.Invalidate();
|
||||||
|
|
||||||
|
scrollingInfo.Algorithm.Reset();
|
||||||
|
|
||||||
|
layoutCache.Validate();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!combinedObjCache.IsValid)
|
||||||
|
{
|
||||||
switch (direction.Value)
|
switch (direction.Value)
|
||||||
{
|
{
|
||||||
case ScrollingDirection.Up:
|
case ScrollingDirection.Up:
|
||||||
@ -89,15 +120,21 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
scrollingInfo.Algorithm.Reset();
|
|
||||||
|
|
||||||
foreach (var obj in Objects)
|
foreach (var obj in Objects)
|
||||||
{
|
{
|
||||||
|
if (!hitObjectInitialStateCache.TryGetValue(obj, out var objCache))
|
||||||
|
objCache = hitObjectInitialStateCache[obj] = new Cached();
|
||||||
|
|
||||||
|
if (objCache.IsValid)
|
||||||
|
continue;
|
||||||
|
|
||||||
computeLifetimeStartRecursive(obj);
|
computeLifetimeStartRecursive(obj);
|
||||||
computeInitialStateRecursive(obj);
|
computeInitialStateRecursive(obj);
|
||||||
|
|
||||||
|
objCache.Validate();
|
||||||
}
|
}
|
||||||
|
|
||||||
initialStateCache.Validate();
|
combinedObjCache.Validate();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -109,8 +146,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
computeLifetimeStartRecursive(obj);
|
computeLifetimeStartRecursive(obj);
|
||||||
}
|
}
|
||||||
|
|
||||||
private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
|
|
||||||
|
|
||||||
private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
|
private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
|
||||||
{
|
{
|
||||||
float originAdjustment = 0.0f;
|
float originAdjustment = 0.0f;
|
||||||
@ -142,12 +177,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
// Cant use AddOnce() since the delegate is re-constructed every invocation
|
// Cant use AddOnce() since the delegate is re-constructed every invocation
|
||||||
private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
|
private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
|
||||||
{
|
{
|
||||||
if (!hitObjectInitialStateCache.TryGetValue(hitObject, out var cached))
|
|
||||||
cached = hitObjectInitialStateCache[hitObject] = new Cached();
|
|
||||||
|
|
||||||
if (cached.IsValid)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (hitObject.HitObject is IHasEndTime e)
|
if (hitObject.HitObject is IHasEndTime e)
|
||||||
{
|
{
|
||||||
switch (direction.Value)
|
switch (direction.Value)
|
||||||
@ -171,8 +200,6 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
// Nested hitobjects don't need to scroll, but they do need accurate positions
|
||||||
updatePosition(obj, hitObject.HitObject.StartTime);
|
updatePosition(obj, hitObject.HitObject.StartTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
cached.Validate();
|
|
||||||
});
|
});
|
||||||
|
|
||||||
protected override void UpdateAfterChildrenLife()
|
protected override void UpdateAfterChildrenLife()
|
||||||
|
@ -4,6 +4,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
@ -201,6 +202,25 @@ namespace osu.Game.Screens.Edit
|
|||||||
updateHitObject(null, true);
|
updateHitObject(null, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
|
||||||
|
/// </summary>
|
||||||
|
public void Clear()
|
||||||
|
{
|
||||||
|
var removed = HitObjects.ToList();
|
||||||
|
|
||||||
|
mutableHitObjects.Clear();
|
||||||
|
|
||||||
|
foreach (var b in startTimeBindables)
|
||||||
|
b.Value.UnbindAll();
|
||||||
|
startTimeBindables.Clear();
|
||||||
|
|
||||||
|
foreach (var h in removed)
|
||||||
|
HitObjectRemoved?.Invoke(h);
|
||||||
|
|
||||||
|
updateHitObject(null, true);
|
||||||
|
}
|
||||||
|
|
||||||
private void trackStartTime(HitObject hitObject)
|
private void trackStartTime(HitObject hitObject)
|
||||||
{
|
{
|
||||||
startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy();
|
startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy();
|
||||||
|
@ -184,6 +184,13 @@ namespace osu.Game.Screens.Play
|
|||||||
addGameplayComponents(GameplayClockContainer, Beatmap.Value, playableBeatmap);
|
addGameplayComponents(GameplayClockContainer, Beatmap.Value, playableBeatmap);
|
||||||
addOverlayComponents(GameplayClockContainer, Beatmap.Value);
|
addOverlayComponents(GameplayClockContainer, Beatmap.Value);
|
||||||
|
|
||||||
|
if (!DrawableRuleset.AllowGameplayOverlays)
|
||||||
|
{
|
||||||
|
HUDOverlay.ShowHud.Value = false;
|
||||||
|
HUDOverlay.ShowHud.Disabled = true;
|
||||||
|
BreakOverlay.Hide();
|
||||||
|
}
|
||||||
|
|
||||||
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
|
DrawableRuleset.HasReplayLoaded.BindValueChanged(_ => updatePauseOnFocusLostState(), true);
|
||||||
|
|
||||||
// bind clock into components that require it
|
// bind clock into components that require it
|
||||||
|
Loading…
Reference in New Issue
Block a user