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mirror of https://github.com/ppy/osu.git synced 2025-01-28 05:22:54 +08:00

Only show song select for now at ui scale adjust first run screen

Having both was a bit too much. Still not happy with this but it's a bit
less sensory overload.

I think while it's cool being able to show nested screens like this, it
needs more thought to actually be a good experience.
This commit is contained in:
Dean Herbert 2022-12-20 17:52:53 +09:00
parent ca8d2bec9d
commit c119d41a2d

View File

@ -58,7 +58,7 @@ namespace osu.Game.Overlays.FirstRunSetup
Anchor = Anchor.TopCentre, Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre, Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.None, RelativeSizeAxes = Axes.None,
Size = new Vector2(screen_width, screen_width / 16f * 9 / 2), Size = new Vector2(screen_width, screen_width / 16f * 9),
Children = new Drawable[] Children = new Drawable[]
{ {
new GridContainer new GridContainer
@ -68,7 +68,6 @@ namespace osu.Game.Overlays.FirstRunSetup
{ {
new Drawable[] new Drawable[]
{ {
new SampleScreenContainer(new PinnedMainMenu()),
new SampleScreenContainer(new NestedSongSelect()), new SampleScreenContainer(new NestedSongSelect()),
}, },
// TODO: add more screens here in the future (gameplay / results) // TODO: add more screens here in the future (gameplay / results)
@ -109,17 +108,6 @@ namespace osu.Game.Overlays.FirstRunSetup
public override bool? AllowTrackAdjustments => false; public override bool? AllowTrackAdjustments => false;
} }
private partial class PinnedMainMenu : MainMenu
{
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
Buttons.ReturnToTopOnIdle = false;
Buttons.State = ButtonSystemState.TopLevel;
}
}
private partial class UIScaleSlider : OsuSliderBar<float> private partial class UIScaleSlider : OsuSliderBar<float>
{ {
public override LocalisableString TooltipText => base.TooltipText + "x"; public override LocalisableString TooltipText => base.TooltipText + "x";