mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 12:57:36 +08:00
Merge branch 'master' into higher-aspect-ratio-max
This commit is contained in:
commit
8dbe31a172
@ -38,6 +38,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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},
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new Container
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Both,
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Height = 0.82f,
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Masking = true,
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@ -54,6 +56,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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{
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RelativeSizeAxes = Axes.X,
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Height = ArgonNotePiece.CORNER_RADIUS * 2,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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},
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};
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}
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@ -3,6 +3,7 @@
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#nullable disable
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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@ -32,6 +33,7 @@ namespace osu.Game.Tests.Visual.Online
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AddStep("values from 1-10", () => graph.Values = Enumerable.Range(1, 10).Select(i => (float)i));
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AddStep("values from 1-100", () => graph.Values = Enumerable.Range(1, 100).Select(i => (float)i));
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AddStep("reversed values from 1-10", () => graph.Values = Enumerable.Range(1, 10).Reverse().Select(i => (float)i));
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AddStep("empty values", () => graph.Values = Array.Empty<float>());
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AddStep("Bottom to top", () => graph.Direction = BarDirection.BottomToTop);
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AddStep("Top to bottom", () => graph.Direction = BarDirection.TopToBottom);
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AddStep("Left to right", () => graph.Direction = BarDirection.LeftToRight);
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@ -11,6 +11,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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@ -118,6 +119,15 @@ namespace osu.Game.Tests.Visual.SongSelect
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}
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}
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[Test]
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public void TestDeletion()
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{
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loadBeatmaps(count: 5, randomDifficulties: true);
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AddStep("remove first set", () => carousel.RemoveBeatmapSet(carousel.Items.Select(item => item.Item).OfType<CarouselBeatmapSet>().First().BeatmapSet));
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AddUntilStep("4 beatmap sets visible", () => this.ChildrenOfType<DrawableCarouselBeatmapSet>().Count(set => set.Alpha > 0) == 4);
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}
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[Test]
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public void TestScrollPositionMaintainedOnDelete()
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{
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@ -136,7 +136,9 @@ namespace osu.Game.Beatmaps.Drawables
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private static readonly string[] always_bundled_beatmaps =
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{
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// This thing is 40mb, I'm not sure we want it here...
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@"1388906 Raphlesia & BilliumMoto - My Love.osz"
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@"1388906 Raphlesia & BilliumMoto - My Love.osz",
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// Winner of Triangles mapping competition: https://osu.ppy.sh/home/news/2022-10-06-results-triangles
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@"1841885 cYsmix - triangles.osz",
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};
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private static readonly string[] bundled_osu =
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@ -109,15 +109,11 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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[Flags]
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public enum BarDirection
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{
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LeftToRight = 1,
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RightToLeft = 1 << 1,
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TopToBottom = 1 << 2,
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BottomToTop = 1 << 3,
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Vertical = TopToBottom | BottomToTop,
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Horizontal = LeftToRight | RightToLeft,
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LeftToRight,
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RightToLeft,
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TopToBottom,
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BottomToTop
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}
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}
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@ -5,15 +5,23 @@
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Utils;
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using System;
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namespace osu.Game.Graphics.UserInterface
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{
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public class BarGraph : FillFlowContainer<Bar>
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public class BarGraph : Drawable
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{
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private const int resize_duration = 250;
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private const Easing easing = Easing.InOutCubic;
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/// <summary>
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/// Manually sets the max value, if null <see cref="Enumerable.Max(IEnumerable{float})"/> is instead used
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/// </summary>
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@ -21,22 +29,21 @@ namespace osu.Game.Graphics.UserInterface
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private BarDirection direction = BarDirection.BottomToTop;
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public new BarDirection Direction
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public BarDirection Direction
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{
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get => direction;
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set
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{
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direction = value;
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base.Direction = direction.HasFlagFast(BarDirection.Horizontal) ? FillDirection.Vertical : FillDirection.Horizontal;
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if (direction == value)
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return;
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foreach (var bar in Children)
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{
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bar.Size = direction.HasFlagFast(BarDirection.Horizontal) ? new Vector2(1, 1.0f / Children.Count) : new Vector2(1.0f / Children.Count, 1);
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bar.Direction = direction;
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}
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direction = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private readonly BarsInfo bars = new BarsInfo();
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/// <summary>
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/// A list of floats that defines the length of each <see cref="Bar"/>
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/// </summary>
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@ -44,37 +51,199 @@ namespace osu.Game.Graphics.UserInterface
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{
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set
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{
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List<Bar> bars = Children.ToList();
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foreach (var bar in value.Select((length, index) => new { Value = length, Bar = bars.Count > index ? bars[index] : null }))
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if (!value.Any())
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{
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float length = MaxValue ?? value.Max();
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if (length != 0)
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length = bar.Value / length;
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float size = value.Count();
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if (size != 0)
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size = 1.0f / size;
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if (bar.Bar != null)
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{
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bar.Bar.Length = length;
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bar.Bar.Size = direction.HasFlagFast(BarDirection.Horizontal) ? new Vector2(1, size) : new Vector2(size, 1);
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}
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else
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{
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Add(new Bar
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{
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RelativeSizeAxes = Axes.Both,
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Size = direction.HasFlagFast(BarDirection.Horizontal) ? new Vector2(1, size) : new Vector2(size, 1),
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Length = length,
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Direction = Direction,
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});
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}
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bars.Clear();
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Invalidate(Invalidation.DrawNode);
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return;
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}
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//I'm using ToList() here because Where() returns an Enumerable which can change it's elements afterwards
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RemoveRange(Children.Where((_, index) => index >= value.Count()).ToList(), true);
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float maxLength = MaxValue ?? value.Max();
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bars.SetLengths(value.Select(v => maxLength == 0 ? 0 : Math.Max(0f, v / maxLength)).ToArray());
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animationStartTime = Clock.CurrentTime;
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animationComplete = false;
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}
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}
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private double animationStartTime;
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private bool animationComplete;
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private IShader shader = null!;
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private Texture texture = null!;
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[BackgroundDependencyLoader]
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private void load(IRenderer renderer, ShaderManager shaders)
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{
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texture = renderer.WhitePixel;
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shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
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}
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protected override void Update()
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{
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base.Update();
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if (!bars.Any)
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return;
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double currentTime = Clock.CurrentTime;
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if (currentTime < animationStartTime + resize_duration)
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{
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bars.Animate(animationStartTime, currentTime);
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Invalidate(Invalidation.DrawNode);
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}
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else if (!animationComplete)
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{
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bars.FinishAnimation();
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Invalidate(Invalidation.DrawNode);
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animationComplete = true;
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}
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}
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protected override DrawNode CreateDrawNode() => new BarGraphDrawNode(this);
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private class BarGraphDrawNode : DrawNode
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{
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public new BarGraph Source => (BarGraph)base.Source;
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public BarGraphDrawNode(BarGraph source)
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: base(source)
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{
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}
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private IShader shader = null!;
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private Texture texture = null!;
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private Vector2 drawSize;
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private BarDirection direction;
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private float barBreadth;
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private readonly List<float> lengths = new List<float>();
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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texture = Source.texture;
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drawSize = Source.DrawSize;
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direction = Source.direction;
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barBreadth = Source.bars.Breadth;
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lengths.Clear();
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lengths.AddRange(Source.bars.InstantaneousLengths);
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}
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public override void Draw(IRenderer renderer)
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{
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base.Draw(renderer);
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shader.Bind();
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for (int i = 0; i < lengths.Count; i++)
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{
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float barHeight = drawSize.Y * ((direction == BarDirection.TopToBottom || direction == BarDirection.BottomToTop) ? lengths[i] : barBreadth);
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float barWidth = drawSize.X * ((direction == BarDirection.LeftToRight || direction == BarDirection.RightToLeft) ? lengths[i] : barBreadth);
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Vector2 topLeft;
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switch (direction)
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{
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default:
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case BarDirection.LeftToRight:
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topLeft = new Vector2(0, i * barHeight);
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break;
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case BarDirection.RightToLeft:
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topLeft = new Vector2(drawSize.X - barWidth, i * barHeight);
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break;
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case BarDirection.TopToBottom:
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topLeft = new Vector2(i * barWidth, 0);
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break;
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case BarDirection.BottomToTop:
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topLeft = new Vector2(i * barWidth, drawSize.Y - barHeight);
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break;
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}
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renderer.DrawQuad(
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texture,
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new Quad(
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Vector2Extensions.Transform(topLeft, DrawInfo.Matrix),
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Vector2Extensions.Transform(topLeft + new Vector2(barWidth, 0), DrawInfo.Matrix),
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Vector2Extensions.Transform(topLeft + new Vector2(0, barHeight), DrawInfo.Matrix),
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Vector2Extensions.Transform(topLeft + new Vector2(barWidth, barHeight), DrawInfo.Matrix)
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),
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DrawColourInfo.Colour);
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}
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shader.Unbind();
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}
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}
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private class BarsInfo
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{
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public bool Any => Count > 0;
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public int Count { get; private set; }
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public float Breadth { get; private set; }
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public List<float> InstantaneousLengths { get; } = new List<float>();
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private readonly List<float> initialLengths = new List<float>();
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private readonly List<float> finalLengths = new List<float>();
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public void Clear() => SetLengths(Array.Empty<float>());
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public void SetLengths(float[] newLengths)
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{
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int newCount = newLengths.Length;
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for (int i = 0; i < newCount; i++)
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{
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// If we have an old bar at this index - change it's length
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if (i < Count)
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{
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initialLengths[i] = finalLengths[i];
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finalLengths[i] = newLengths[i];
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continue;
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}
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// If exceeded old bars count - add new one
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initialLengths.Add(0);
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finalLengths.Add(newLengths[i]);
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InstantaneousLengths.Add(0);
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}
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// Remove excessive bars
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if (Count > newCount)
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{
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int barsToRemove = Count - newCount;
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initialLengths.RemoveRange(newCount, barsToRemove);
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finalLengths.RemoveRange(newCount, barsToRemove);
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InstantaneousLengths.RemoveRange(newCount, barsToRemove);
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}
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Count = newCount;
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Breadth = Count == 0 ? 0 : (1f / Count);
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}
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public void Animate(double animationStartTime, double currentTime)
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{
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for (int i = 0; i < Count; i++)
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InstantaneousLengths[i] = Interpolation.ValueAt(currentTime, initialLengths[i], finalLengths[i], animationStartTime, animationStartTime + resize_duration, easing);
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}
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public void FinishAnimation()
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{
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for (int i = 0; i < Count; i++)
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InstantaneousLengths[i] = finalLengths[i];
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}
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}
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}
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|
@ -18,6 +18,7 @@ using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Localisation;
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using osu.Game.Overlays.Settings;
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using osuTK;
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namespace osu.Game.Overlays.FirstRunSetup
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@ -26,7 +27,7 @@ namespace osu.Game.Overlays.FirstRunSetup
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public class ScreenWelcome : FirstRunSetupScreen
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{
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[BackgroundDependencyLoader]
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private void load()
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private void load(FrameworkConfigManager frameworkConfig)
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{
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Content.Children = new Drawable[]
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{
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@ -52,6 +53,11 @@ namespace osu.Game.Overlays.FirstRunSetup
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},
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}
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},
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new SettingsCheckbox
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{
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LabelText = GeneralSettingsStrings.PreferOriginalMetadataLanguage,
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Current = frameworkConfig.GetBindable<bool>(FrameworkSetting.ShowUnicode)
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},
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new LanguageSelectionFlow
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||||
{
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RelativeSizeAxes = Axes.X,
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|
@ -59,7 +59,11 @@ namespace osu.Game.Overlays.Settings.Sections.Audio
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// the dropdown. BASS does not give us a simple mechanism to select
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// specific audio devices in such a case anyways. Such
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// functionality would require involved OS-specific code.
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dropdown.Items = deviceItems.Distinct().ToList();
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dropdown.Items = deviceItems
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// Dropdown doesn't like null items. Somehow we are seeing some arrive here (see https://github.com/ppy/osu/issues/21271)
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.Where(i => i != null)
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.Distinct()
|
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.ToList();
|
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}
|
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|
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protected override void Dispose(bool isDisposing)
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|
@ -296,6 +296,13 @@ namespace osu.Game.Scoring
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break;
|
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}
|
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|
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case HitResult.LargeBonus:
|
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case HitResult.SmallBonus:
|
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if (MaximumStatistics.TryGetValue(r.result, out int count) && count > 0)
|
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yield return new HitResultDisplayStatistic(r.result, value, null, r.displayName);
|
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|
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break;
|
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|
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case HitResult.SmallTickMiss:
|
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case HitResult.LargeTickMiss:
|
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break;
|
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|
@ -770,7 +770,7 @@ namespace osu.Game.Screens.Select
|
||||
{
|
||||
updateItem(item);
|
||||
|
||||
if (!item.Item.Filtered.Value)
|
||||
if (item.Item.Visible)
|
||||
{
|
||||
bool isSelected = item.Item.State.Value == CarouselItemState.Selected;
|
||||
|
||||
|
@ -204,10 +204,11 @@ namespace osu.Game.Screens.Select.Leaderboards
|
||||
}
|
||||
else if (filterMods)
|
||||
{
|
||||
// otherwise find all the scores that have *any* of the currently selected mods (similar to how web applies mod filters)
|
||||
// we're creating and using a string list representation of selected mods so that it can be translated into the DB query itself
|
||||
var selectedMods = mods.Value.Select(m => m.Acronym);
|
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scores = scores.Where(s => s.Mods.Any(m => selectedMods.Contains(m.Acronym)));
|
||||
// otherwise find all the scores that have all of the currently selected mods (similar to how web applies mod filters)
|
||||
// we're creating and using a string HashSet representation of selected mods so that it can be translated into the DB query itself
|
||||
var selectedMods = mods.Value.Select(m => m.Acronym).ToHashSet();
|
||||
|
||||
scores = scores.Where(s => selectedMods.SetEquals(s.Mods.Select(m => m.Acronym)));
|
||||
}
|
||||
|
||||
scores = scoreManager.OrderByTotalScore(scores.Detach());
|
||||
|
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Block a user