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mirror of https://github.com/ppy/osu.git synced 2024-09-22 22:47:25 +08:00

Merge remote-tracking branch 'refs/remotes/ppy/master' into percentage

This commit is contained in:
EVAST9919 2017-05-02 17:20:10 +03:00
commit 6f44869875
4 changed files with 34 additions and 6 deletions

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@ -1,6 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using SQLite.Net.Attributes;
namespace osu.Game.Database
@ -31,6 +32,6 @@ namespace osu.Game.Database
TitleUnicode,
Source,
Tags
};
}.Where(s => !string.IsNullOrEmpty(s)).ToArray();
}
}

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@ -73,7 +73,14 @@ namespace osu.Game.Overlays.Music
private class ItemSearchContainer : FillFlowContainer<PlaylistItem>, IHasFilterableChildren
{
public string[] FilterTerms => new string[] { };
public bool MatchingCurrentFilter { set { } }
public bool MatchingCurrentFilter
{
set
{
if (value)
InvalidateLayout();
}
}
public IEnumerable<IFilterable> FilterableChildren => Children;

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@ -35,7 +35,7 @@ namespace osu.Game.Overlays.Music
private readonly Bindable<WorkingBeatmap> beatmapBacking = new Bindable<WorkingBeatmap>();
protected IEnumerable<BeatmapSetInfo> BeatmapSets;
public IEnumerable<BeatmapSetInfo> BeatmapSets;
[BackgroundDependencyLoader]
private void load(OsuGameBase game, BeatmapDatabase beatmaps, OsuColour colours)

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@ -3,6 +3,7 @@
using System;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics;
@ -260,17 +261,36 @@ namespace osu.Game.Overlays
}
private WorkingBeatmap current;
private TransformDirection queuedDirection = TransformDirection.Next;
private TransformDirection? queuedDirection;
private void beatmapChanged(WorkingBeatmap beatmap)
{
progressBar.IsEnabled = beatmap != null;
bool audioEquals = beatmapBacking.Value?.BeatmapInfo?.AudioEquals(current?.BeatmapInfo) ?? false;
TransformDirection direction;
if (audioEquals)
direction = TransformDirection.None;
else if (queuedDirection.HasValue)
{
direction = queuedDirection.Value;
queuedDirection = null;
}
else
{
//figure out the best direction based on order in playlist.
var last = current == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo.ID).Count();
var next = beatmapBacking.Value == null ? -1 : playlist.BeatmapSets.TakeWhile(b => b.ID != beatmapBacking.Value.BeatmapSetInfo.ID).Count();
direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
}
current = beatmapBacking.Value;
updateDisplay(beatmapBacking, audioEquals ? TransformDirection.None : queuedDirection);
queuedDirection = TransformDirection.Next;
updateDisplay(beatmapBacking, direction);
queuedDirection = null;
}
private ScheduledDelegate pendingBeatmapSwitch;