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https://github.com/ppy/osu.git
synced 2025-01-14 02:22:56 +08:00
Merge pull request #8944 from TheBicPen/master
Fix typo and add spaces to comments
This commit is contained in:
commit
c903742d58
@ -43,7 +43,7 @@ namespace osu.Desktop.Updater
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private async void checkForUpdateAsync(bool useDeltaPatching = true, UpdateProgressNotification notification = null)
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{
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//should we schedule a retry on completion of this check?
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// should we schedule a retry on completion of this check?
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bool scheduleRecheck = true;
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try
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@ -52,7 +52,7 @@ namespace osu.Desktop.Updater
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var info = await updateManager.CheckForUpdate(!useDeltaPatching);
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if (info.ReleasesToApply.Count == 0)
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//no updates available. bail and retry later.
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// no updates available. bail and retry later.
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return;
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if (notification == null)
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@ -81,8 +81,8 @@ namespace osu.Desktop.Updater
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{
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logger.Add(@"delta patching failed; will attempt full download!");
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//could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
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//try again without deltas.
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// could fail if deltas are unavailable for full update path (https://github.com/Squirrel/Squirrel.Windows/issues/959)
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// try again without deltas.
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checkForUpdateAsync(false, notification);
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scheduleRecheck = false;
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}
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@ -101,7 +101,7 @@ namespace osu.Desktop.Updater
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{
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if (scheduleRecheck)
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{
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//check again in 30 minutes.
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// check again in 30 minutes.
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Scheduler.AddDelayed(() => checkForUpdateAsync(), 60000 * 30);
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}
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}
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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Catch.Mods
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RelativeSizeAxes = Axes.Both;
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}
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//disable keyboard controls
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// disable keyboard controls
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public bool OnPressed(CatchAction action) => true;
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public void OnReleased(CatchAction action)
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@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Catch.Replays
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if (lastPosition - catcher_width_half < h.X && lastPosition + catcher_width_half > h.X)
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{
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//we are already in the correct range.
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// we are already in the correct range.
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lastTime = h.StartTime;
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addFrame(h.StartTime, lastPosition);
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return;
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@ -72,14 +72,14 @@ namespace osu.Game.Rulesets.Catch.Replays
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}
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else if (dashRequired)
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{
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//we do a movement in two parts - the dash part then the normal part...
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// we do a movement in two parts - the dash part then the normal part...
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double timeAtNormalSpeed = positionChange / movement_speed;
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double timeWeNeedToSave = timeAtNormalSpeed - timeAvailable;
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double timeAtDashSpeed = timeWeNeedToSave / 2;
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float midPosition = (float)Interpolation.Lerp(lastPosition, h.X, (float)timeAtDashSpeed / timeAvailable);
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//dash movement
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// dash movement
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addFrame(h.StartTime - timeAvailable + 1, lastPosition, true);
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addFrame(h.StartTime - timeAvailable + timeAtDashSpeed, midPosition);
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addFrame(h.StartTime, h.X);
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@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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double stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo.StackLeniency;
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if (objectN.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the next object.
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// We are no longer within stacking range of the next object.
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break;
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if (Vector2Extensions.Distance(stackBaseObject.Position, objectN.Position) < stack_distance
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@ -88,7 +88,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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}
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}
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//Reverse pass for stack calculation.
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// Reverse pass for stack calculation.
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int extendedStartIndex = startIndex;
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for (int i = extendedEndIndex; i > startIndex; i--)
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@ -124,7 +124,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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double endTime = objectN.GetEndTime();
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if (objectI.StartTime - endTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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// We are no longer within stacking range of the previous object.
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break;
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// HitObjects before the specified update range haven't been reset yet
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@ -145,20 +145,20 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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for (int j = n + 1; j <= i; j++)
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{
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//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
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// For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).
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OsuHitObject objectJ = beatmap.HitObjects[j];
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if (Vector2Extensions.Distance(objectN.EndPosition, objectJ.Position) < stack_distance)
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objectJ.StackHeight -= offset;
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}
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//We have hit a slider. We should restart calculation using this as the new base.
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//Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
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// We have hit a slider. We should restart calculation using this as the new base.
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// Breaking here will mean that the slider still has StackCount of 0, so will be handled in the i-outer-loop.
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break;
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}
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if (Vector2Extensions.Distance(objectN.Position, objectI.Position) < stack_distance)
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{
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//Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
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// Keep processing as if there are no sliders. If we come across a slider, this gets cancelled out.
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//NOTE: Sliders with start positions stacking are a special case that is also handled here.
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objectN.StackHeight = objectI.StackHeight + 1;
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@ -177,7 +177,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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if (objectN is Spinner) continue;
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if (objectI.StartTime - objectN.StartTime > stackThreshold)
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//We are no longer within stacking range of the previous object.
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// We are no longer within stacking range of the previous object.
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break;
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if (Vector2Extensions.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
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@ -221,7 +221,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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}
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else if (Vector2Extensions.Distance(beatmap.HitObjects[j].Position, position2) < stack_distance)
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{
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//Case for sliders - bump notes down and right, rather than up and left.
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// Case for sliders - bump notes down and right, rather than up and left.
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sliderStack++;
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beatmap.HitObjects[j].StackHeight -= sliderStack;
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startTime = beatmap.HitObjects[j].GetEndTime();
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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Vector2 originalPosition = drawable.Position;
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Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
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//the - 1 and + 1 prevents the hit objects to appear in the wrong position.
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// the - 1 and + 1 prevents the hit objects to appear in the wrong position.
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double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
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double moveDuration = hitObject.TimePreempt + 1;
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@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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using (BeginDelayedSequence(flash_in, true))
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{
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//after the flash, we can hide some elements that were behind it
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// after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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@ -31,7 +31,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestImportWhenClosed()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportWhenClosed)))
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{
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try
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@ -48,7 +48,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestImportThenDelete()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenDelete)))
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{
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try
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@ -69,7 +69,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestImportThenImport()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenImport)))
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{
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try
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@ -96,7 +96,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestImportCorruptThenImport()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportCorruptThenImport)))
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{
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try
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@ -138,7 +138,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestRollbackOnFailure()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestRollbackOnFailure)))
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{
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try
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@ -215,7 +215,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestImportThenImportDifferentHash()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenImportDifferentHash)))
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{
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try
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@ -246,7 +246,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestImportThenDeleteThenImport()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportThenDeleteThenImport)))
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{
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try
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@ -274,7 +274,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[TestCase(false)]
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public async Task TestImportThenDeleteThenImportWithOnlineIDMismatch(bool set)
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost($"{nameof(TestImportThenDeleteThenImportWithOnlineIDMismatch)}-{set}"))
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{
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try
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@ -308,7 +308,7 @@ namespace osu.Game.Tests.Beatmaps.IO
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[Test]
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public async Task TestImportWithDuplicateBeatmapIDs()
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{
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//unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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// unfortunately for the time being we need to reference osu.Framework.Desktop for a game host here.
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using (HeadlessGameHost host = new CleanRunHeadlessGameHost(nameof(TestImportWithDuplicateBeatmapIDs)))
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{
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try
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@ -695,12 +695,12 @@ namespace osu.Game.Tests.Beatmaps.IO
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waitForOrAssert(() => (resultSets = store.QueryBeatmapSets(s => s.OnlineBeatmapSetID == 241526)).Any(),
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@"BeatmapSet did not import to the database in allocated time.", timeout);
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//ensure we were stored to beatmap database backing...
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// ensure we were stored to beatmap database backing...
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Assert.IsTrue(resultSets.Count() == 1, $@"Incorrect result count found ({resultSets.Count()} but should be 1).");
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IEnumerable<BeatmapInfo> queryBeatmaps() => store.QueryBeatmaps(s => s.BeatmapSet.OnlineBeatmapSetID == 241526 && s.BaseDifficultyID > 0);
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IEnumerable<BeatmapSetInfo> queryBeatmapSets() => store.QueryBeatmapSets(s => s.OnlineBeatmapSetID == 241526);
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//if we don't re-check here, the set will be inserted but the beatmaps won't be present yet.
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// if we don't re-check here, the set will be inserted but the beatmaps won't be present yet.
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waitForOrAssert(() => queryBeatmaps().Count() == 12,
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@"Beatmaps did not import to the database in allocated time", timeout);
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waitForOrAssert(() => queryBeatmapSets().Count() == 1,
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@ -35,7 +35,7 @@ namespace osu.Game.Tests.NonVisual
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Assert.That(cpi.TimingPoints.Count, Is.EqualTo(2));
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Assert.That(cpi.AllControlPoints.Count(), Is.EqualTo(2));
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cpi.Add(1000, new TimingControlPoint()); //is redundant
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cpi.Add(1000, new TimingControlPoint()); // is redundant
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Assert.That(cpi.Groups.Count, Is.EqualTo(2));
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Assert.That(cpi.TimingPoints.Count, Is.EqualTo(2));
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@ -46,12 +46,12 @@ namespace osu.Game.Tests.NonVisual
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confirmCurrentFrame(0);
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confirmNextFrame(1);
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//if we hit the first frame perfectly, time should progress to it.
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// if we hit the first frame perfectly, time should progress to it.
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setTime(1000, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(2);
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//in between non-important frames should progress based on input.
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// in between non-important frames should progress based on input.
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setTime(1200, 1200);
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confirmCurrentFrame(1);
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@ -144,7 +144,7 @@ namespace osu.Game.Tests.NonVisual
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confirmCurrentFrame(2);
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confirmNextFrame(1);
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//ensure each frame plays out until start
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// ensure each frame plays out until start
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setTime(-500, 1000);
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confirmCurrentFrame(1);
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confirmNextFrame(0);
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|
@ -381,7 +381,7 @@ namespace osu.Game.Beatmaps
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foreach (var file in files.Where(f => f.Filename.EndsWith(".osu")))
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{
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using (var raw = Files.Store.GetStream(file.FileInfo.StoragePath))
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using (var ms = new MemoryStream()) //we need a memory stream so we can seek
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using (var ms = new MemoryStream()) // we need a memory stream so we can seek
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using (var sr = new LineBufferedReader(ms))
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{
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raw.CopyTo(ms);
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|
@ -193,8 +193,8 @@ namespace osu.Game.Graphics.Backgrounds
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float u1 = 1 - RNG.NextSingle(); //uniform(0,1] random floats
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float u2 = 1 - RNG.NextSingle();
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); //random normal(0,1)
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var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1)
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var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2)
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return new TriangleParticle { Scale = scale };
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}
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|
@ -158,7 +158,7 @@ namespace osu.Game.Graphics.Containers
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{
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if (!base.OnMouseDown(e)) return false;
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|
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//note that we are changing the colour of the box here as to not interfere with the hover effect.
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// note that we are changing the colour of the box here as to not interfere with the hover effect.
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box.FadeColour(highlightColour, 100);
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return true;
|
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}
|
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|
@ -32,7 +32,7 @@ namespace osu.Game.IPC
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{
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if (importer == null)
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{
|
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//we want to contact a remote osu! to handle the import.
|
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// we want to contact a remote osu! to handle the import.
|
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await SendMessageAsync(new ArchiveImportMessage { Path = path });
|
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return;
|
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}
|
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|
@ -127,7 +127,7 @@ namespace osu.Game.Online.API
|
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|
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case APIState.Offline:
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case APIState.Connecting:
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//work to restore a connection...
|
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// work to restore a connection...
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if (!HasLogin)
|
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{
|
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State = APIState.Offline;
|
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@ -180,7 +180,7 @@ namespace osu.Game.Online.API
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break;
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}
|
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|
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//hard bail if we can't get a valid access token.
|
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// hard bail if we can't get a valid access token.
|
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if (authentication.RequestAccessToken() == null)
|
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{
|
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Logout();
|
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@ -274,7 +274,7 @@ namespace osu.Game.Online.API
|
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{
|
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req.Perform(this);
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|
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//we could still be in initialisation, at which point we don't want to say we're Online yet.
|
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// we could still be in initialisation, at which point we don't want to say we're Online yet.
|
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if (IsLoggedIn) State = APIState.Online;
|
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|
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failureCount = 0;
|
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@ -339,7 +339,7 @@ namespace osu.Game.Online.API
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log.Add($@"API failure count is now {failureCount}");
|
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|
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if (failureCount < 3)
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//we might try again at an api level.
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// we might try again at an api level.
|
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return false;
|
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|
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if (State == APIState.Online)
|
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|
@ -98,7 +98,7 @@ namespace osu.Game.Online.API
|
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if (checkAndScheduleFailure())
|
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return;
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|
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if (!WebRequest.Aborted) //could have been aborted by a Cancel() call
|
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if (!WebRequest.Aborted) // could have been aborted by a Cancel() call
|
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{
|
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Logger.Log($@"Performing request {this}", LoggingTarget.Network);
|
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WebRequest.Perform();
|
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|
@ -61,7 +61,7 @@ namespace osu.Game.Online.Chat
|
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/// </summary>
|
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public event Action<Message> MessageRemoved;
|
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|
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public bool ReadOnly => false; //todo not yet used.
|
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public bool ReadOnly => false; // todo: not yet used.
|
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|
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public override string ToString() => Name;
|
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|
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|
@ -78,13 +78,13 @@ namespace osu.Game.Online.Chat
|
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{
|
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result.Text = result.Text.Remove(index, m.Length).Insert(index, displayText);
|
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|
||||
//since we just changed the line display text, offset any already processed links.
|
||||
// since we just changed the line display text, offset any already processed links.
|
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result.Links.ForEach(l => l.Index -= l.Index > index ? m.Length - displayText.Length : 0);
|
||||
|
||||
var details = GetLinkDetails(linkText);
|
||||
result.Links.Add(new Link(linkText, index, displayText.Length, linkActionOverride ?? details.Action, details.Argument));
|
||||
|
||||
//adjust the offset for processing the current matches group.
|
||||
// adjust the offset for processing the current matches group.
|
||||
captureOffset += m.Length - displayText.Length;
|
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}
|
||||
}
|
||||
|
@ -609,7 +609,7 @@ namespace osu.Game
|
||||
|
||||
loadComponentSingleFile(screenshotManager, Add);
|
||||
|
||||
//overlay elements
|
||||
// overlay elements
|
||||
loadComponentSingleFile(beatmapListing = new BeatmapListingOverlay(), overlayContent.Add, true);
|
||||
loadComponentSingleFile(dashboard = new DashboardOverlay(), overlayContent.Add, true);
|
||||
var rankingsOverlay = loadComponentSingleFile(new RankingsOverlay(), overlayContent.Add, true);
|
||||
@ -781,7 +781,7 @@ namespace osu.Game
|
||||
{
|
||||
var previousLoadStream = asyncLoadStream;
|
||||
|
||||
//chain with existing load stream
|
||||
// chain with existing load stream
|
||||
asyncLoadStream = Task.Run(async () =>
|
||||
{
|
||||
if (previousLoadStream != null)
|
||||
|
@ -35,7 +35,7 @@ namespace osu.Game.Overlays.BeatmapListing.Panels
|
||||
: base(beatmap)
|
||||
{
|
||||
Width = 380;
|
||||
Height = 140 + vertical_padding; //full height of all the elements plus vertical padding (autosize uses the image)
|
||||
Height = 140 + vertical_padding; // full height of all the elements plus vertical padding (autosize uses the image)
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
|
@ -140,7 +140,7 @@ namespace osu.Game.Overlays.BeatmapSet
|
||||
{
|
||||
Anchor = Anchor.BottomLeft,
|
||||
Origin = Anchor.BottomLeft,
|
||||
Margin = new MarginPadding { Left = 3, Bottom = 4 }, //To better lineup with the font
|
||||
Margin = new MarginPadding { Left = 3, Bottom = 4 }, // To better lineup with the font
|
||||
},
|
||||
}
|
||||
},
|
||||
|
@ -358,7 +358,7 @@ namespace osu.Game.Overlays
|
||||
|
||||
protected override void OnFocus(FocusEvent e)
|
||||
{
|
||||
//this is necessary as textbox is masked away and therefore can't get focus :(
|
||||
// this is necessary as textbox is masked away and therefore can't get focus :(
|
||||
textbox.TakeFocus();
|
||||
base.OnFocus(e);
|
||||
}
|
||||
|
@ -50,7 +50,7 @@ namespace osu.Game.Overlays
|
||||
{
|
||||
if (v != Visibility.Hidden) return;
|
||||
|
||||
//handle the dialog being dismissed.
|
||||
// handle the dialog being dismissed.
|
||||
dialog.Delay(PopupDialog.EXIT_DURATION).Expire();
|
||||
|
||||
if (dialog == CurrentDialog)
|
||||
|
@ -78,7 +78,7 @@ namespace osu.Game.Overlays.Music
|
||||
{
|
||||
text.Clear();
|
||||
|
||||
//space after the title to put a space between the title and artist
|
||||
// space after the title to put a space between the title and artist
|
||||
titleSprites = text.AddText(title.Value + @" ", sprite => sprite.Font = OsuFont.GetFont(weight: FontWeight.Regular)).OfType<SpriteText>();
|
||||
|
||||
text.AddText(artist.Value, sprite =>
|
||||
|
@ -250,7 +250,7 @@ namespace osu.Game.Overlays
|
||||
}
|
||||
else
|
||||
{
|
||||
//figure out the best direction based on order in playlist.
|
||||
// figure out the best direction based on order in playlist.
|
||||
var last = BeatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
|
||||
var next = beatmap.NewValue == null ? -1 : BeatmapSets.TakeWhile(b => b.ID != beatmap.NewValue.BeatmapSetInfo?.ID).Count();
|
||||
|
||||
|
@ -162,7 +162,7 @@ namespace osu.Game.Overlays.News
|
||||
public string TooltipText => date.ToString("dddd dd MMMM yyyy hh:mm:ss UTCz").ToUpper();
|
||||
}
|
||||
|
||||
//fake API data struct to use for now as a skeleton for data, as there is no API struct for news article info for now
|
||||
// fake API data struct to use for now as a skeleton for data, as there is no API struct for news article info for now
|
||||
public class ArticleInfo
|
||||
{
|
||||
public string Title { get; set; }
|
||||
|
@ -39,7 +39,7 @@ namespace osu.Game.Overlays.Notifications
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
//we may have received changes before we were displayed.
|
||||
// we may have received changes before we were displayed.
|
||||
updateState();
|
||||
}
|
||||
|
||||
|
@ -261,7 +261,7 @@ namespace osu.Game.Overlays
|
||||
// todo: this can likely be replaced with WorkingBeatmap.GetBeatmapAsync()
|
||||
Task.Run(() =>
|
||||
{
|
||||
if (beatmap?.Beatmap == null) //this is not needed if a placeholder exists
|
||||
if (beatmap?.Beatmap == null) // this is not needed if a placeholder exists
|
||||
{
|
||||
title.Text = @"Nothing to play";
|
||||
artist.Text = @"Nothing to play";
|
||||
|
@ -31,7 +31,7 @@ namespace osu.Game.Overlays.OSD
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
new Container //this container exists just to set a minimum width for the toast
|
||||
new Container // this container exists just to set a minimum width for the toast
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
|
@ -54,7 +54,7 @@ namespace osu.Game.Overlays.Profile.Header.Components
|
||||
{
|
||||
Font = OsuFont.GetFont(size: big ? 40 : 18, weight: FontWeight.Light)
|
||||
},
|
||||
new Container //Add a minimum size to the FillFlowContainer
|
||||
new Container // Add a minimum size to the FillFlowContainer
|
||||
{
|
||||
Width = minimumWidth,
|
||||
}
|
||||
|
@ -35,7 +35,7 @@ namespace osu.Game.Overlays.Profile.Header
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = colourProvider.Background5,
|
||||
},
|
||||
new Container //artificial shadow
|
||||
new Container // artificial shadow
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 3,
|
||||
|
@ -94,7 +94,7 @@ namespace osu.Game.Overlays.SearchableList
|
||||
RelativeSizeAxes = Axes.X,
|
||||
},
|
||||
},
|
||||
new Box //keep the tab strip part of autosize, but don't put it in the flow container
|
||||
new Box // keep the tab strip part of autosize, but don't put it in the flow container
|
||||
{
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 1,
|
||||
|
@ -110,7 +110,7 @@ namespace osu.Game.Overlays.Toolbar
|
||||
tooltipContainer = new FillFlowContainer
|
||||
{
|
||||
Direction = FillDirection.Vertical,
|
||||
RelativeSizeAxes = Axes.Both, //stops us being considered in parent's autosize
|
||||
RelativeSizeAxes = Axes.Both, // stops us being considered in parent's autosize
|
||||
Anchor = TooltipAnchor.HasFlag(Anchor.x0) ? Anchor.BottomLeft : Anchor.BottomRight,
|
||||
Origin = TooltipAnchor,
|
||||
Position = new Vector2(TooltipAnchor.HasFlag(Anchor.x0) ? 5 : -5, 5),
|
||||
|
@ -58,7 +58,7 @@ namespace osu.Game.Overlays
|
||||
{
|
||||
volumeMeterEffect = new VolumeMeter("EFFECTS", 125, colours.BlueDarker)
|
||||
{
|
||||
Margin = new MarginPadding { Top = 100 + MuteButton.HEIGHT } //to counter the mute button and re-center the volume meters
|
||||
Margin = new MarginPadding { Top = 100 + MuteButton.HEIGHT } // to counter the mute button and re-center the volume meters
|
||||
},
|
||||
volumeMeterMaster = new VolumeMeter("MASTER", 150, colours.PinkDarker),
|
||||
volumeMeterMusic = new VolumeMeter("MUSIC", 125, colours.BlueDarker),
|
||||
|
@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Replays
|
||||
{
|
||||
int newFrame = nextFrameIndex;
|
||||
|
||||
//ensure we aren't at an extent.
|
||||
// ensure we aren't at an extent.
|
||||
if (newFrame == currentFrameIndex) return false;
|
||||
|
||||
currentFrameIndex = newFrame;
|
||||
@ -99,8 +99,8 @@ namespace osu.Game.Rulesets.Replays
|
||||
if (frame == null)
|
||||
return false;
|
||||
|
||||
return IsImportant(frame) && //a button is in a pressed state
|
||||
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; //the next frame is within an allowable time span
|
||||
return IsImportant(frame) && // a button is in a pressed state
|
||||
Math.Abs(CurrentTime - NextFrame?.Time ?? 0) <= AllowedImportantTimeSpan; // the next frame is within an allowable time span
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -81,7 +81,7 @@ namespace osu.Game.Rulesets
|
||||
|
||||
var instances = loadedAssemblies.Values.Select(r => (Ruleset)Activator.CreateInstance(r)).ToList();
|
||||
|
||||
//add all legacy rulesets first to ensure they have exclusive choice of primary key.
|
||||
// add all legacy rulesets first to ensure they have exclusive choice of primary key.
|
||||
foreach (var r in instances.Where(r => r is ILegacyRuleset))
|
||||
{
|
||||
if (context.RulesetInfo.SingleOrDefault(dbRuleset => dbRuleset.ID == r.RulesetInfo.ID) == null)
|
||||
@ -90,7 +90,7 @@ namespace osu.Game.Rulesets
|
||||
|
||||
context.SaveChanges();
|
||||
|
||||
//add any other modes
|
||||
// add any other modes
|
||||
foreach (var r in instances.Where(r => !(r is ILegacyRuleset)))
|
||||
{
|
||||
if (context.RulesetInfo.FirstOrDefault(ri => ri.InstantiationInfo == r.RulesetInfo.InstantiationInfo) == null)
|
||||
@ -99,7 +99,7 @@ namespace osu.Game.Rulesets
|
||||
|
||||
context.SaveChanges();
|
||||
|
||||
//perform a consistency check
|
||||
// perform a consistency check
|
||||
foreach (var r in context.RulesetInfo)
|
||||
{
|
||||
try
|
||||
|
@ -30,7 +30,7 @@ namespace osu.Game.Screens
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
{
|
||||
//we don't want to handle escape key.
|
||||
// we don't want to handle escape key.
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -101,7 +101,7 @@ namespace osu.Game.Screens.Menu
|
||||
this.FadeIn(300);
|
||||
|
||||
double fadeOutTime = exit_delay;
|
||||
//we also handle the exit transition.
|
||||
// we also handle the exit transition.
|
||||
if (MenuVoice.Value)
|
||||
seeya.Play();
|
||||
else
|
||||
|
@ -162,7 +162,7 @@ namespace osu.Game.Screens.Menu
|
||||
private IShader shader;
|
||||
private Texture texture;
|
||||
|
||||
//Assuming the logo is a circle, we don't need a second dimension.
|
||||
// Assuming the logo is a circle, we don't need a second dimension.
|
||||
private float size;
|
||||
|
||||
private Color4 colour;
|
||||
@ -209,13 +209,13 @@ namespace osu.Game.Screens.Menu
|
||||
float rotation = MathUtils.DegreesToRadians(i / (float)bars_per_visualiser * 360 + j * 360 / visualiser_rounds);
|
||||
float rotationCos = MathF.Cos(rotation);
|
||||
float rotationSin = MathF.Sin(rotation);
|
||||
//taking the cos and sin to the 0..1 range
|
||||
// taking the cos and sin to the 0..1 range
|
||||
var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;
|
||||
|
||||
var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);
|
||||
//The distance between the position and the sides of the bar.
|
||||
// The distance between the position and the sides of the bar.
|
||||
var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);
|
||||
//The distance between the bottom side of the bar and the top side.
|
||||
// The distance between the bottom side of the bar and the top side.
|
||||
var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);
|
||||
|
||||
var rectangle = new Quad(
|
||||
@ -231,7 +231,7 @@ namespace osu.Game.Screens.Menu
|
||||
colourInfo,
|
||||
null,
|
||||
vertexBatch.AddAction,
|
||||
//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
|
||||
// barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
|
||||
Vector2.Divide(inflation, barSize.Yx));
|
||||
}
|
||||
}
|
||||
|
@ -250,7 +250,7 @@ namespace osu.Game.Screens.Menu
|
||||
|
||||
(Background as BackgroundScreenDefault)?.Next();
|
||||
|
||||
//we may have consumed our preloaded instance, so let's make another.
|
||||
// we may have consumed our preloaded instance, so let's make another.
|
||||
preloadSongSelect();
|
||||
|
||||
if (Beatmap.Value.Track != null && music?.IsUserPaused != true)
|
||||
|
@ -23,7 +23,7 @@ namespace osu.Game.Screens
|
||||
{
|
||||
/// <summary>
|
||||
/// The amount of negative padding that should be applied to game background content which touches both the left and right sides of the screen.
|
||||
/// This allows for the game content to be pushed byt he options/notification overlays without causing black areas to appear.
|
||||
/// This allows for the game content to be pushed by the options/notification overlays without causing black areas to appear.
|
||||
/// </summary>
|
||||
public const float HORIZONTAL_OVERFLOW_PADDING = 50;
|
||||
|
||||
|
@ -119,7 +119,7 @@ namespace osu.Game.Screens.Play
|
||||
FinishTransforms(true);
|
||||
Scheduler.CancelDelayedTasks();
|
||||
|
||||
if (breaks == null) return; //we need breaks.
|
||||
if (breaks == null) return; // we need breaks.
|
||||
|
||||
foreach (var b in breaks)
|
||||
{
|
||||
|
@ -50,7 +50,7 @@ namespace osu.Game.Screens.Play.HUD
|
||||
protected override void PopIn() => this.FadeIn(fade_duration);
|
||||
protected override void PopOut() => this.FadeOut(fade_duration);
|
||||
|
||||
//We want to handle keyboard inputs all the time in order to trigger ToggleVisibility() when not visible
|
||||
// We want to handle keyboard inputs all the time in order to trigger ToggleVisibility() when not visible
|
||||
public override bool PropagateNonPositionalInputSubTree => true;
|
||||
|
||||
protected override bool OnKeyDown(KeyDownEvent e)
|
||||
|
@ -124,8 +124,8 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
}
|
||||
};
|
||||
//Set this manually because an element with Alpha=0 won't take it size to AutoSizeContainer,
|
||||
//so the size can be changing between buttonSprite and glowSprite.
|
||||
// Set this manually because an element with Alpha=0 won't take it size to AutoSizeContainer,
|
||||
// so the size can be changing between buttonSprite and glowSprite.
|
||||
Height = buttonSprite.DrawHeight;
|
||||
Width = buttonSprite.DrawWidth;
|
||||
}
|
||||
|
@ -314,8 +314,8 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
LoadTask = null;
|
||||
|
||||
//By default, we want to load the player and never be returned to.
|
||||
//Note that this may change if the player we load requested a re-run.
|
||||
// By default, we want to load the player and never be returned to.
|
||||
// Note that this may change if the player we load requested a re-run.
|
||||
ValidForResume = false;
|
||||
|
||||
if (player.LoadedBeatmapSuccessfully)
|
||||
@ -360,7 +360,7 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
if (!muteWarningShownOnce.Value)
|
||||
{
|
||||
//Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
|
||||
// Checks if the notification has not been shown yet and also if master volume is muted, track/music volume is muted or if the whole game is muted.
|
||||
if (volumeOverlay?.IsMuted.Value == true || audioManager.Volume.Value <= audioManager.Volume.MinValue || audioManager.VolumeTrack.Value <= audioManager.VolumeTrack.MinValue)
|
||||
{
|
||||
notificationOverlay?.Post(new MutedNotification());
|
||||
|
@ -208,7 +208,7 @@ namespace osu.Game.Screens.Select
|
||||
// without this, during a large beatmap import it is impossible to navigate the carousel.
|
||||
applyActiveCriteria(false, alwaysResetScrollPosition: false);
|
||||
|
||||
//check if we can/need to maintain our current selection.
|
||||
// check if we can/need to maintain our current selection.
|
||||
if (previouslySelectedID != null)
|
||||
select((CarouselItem)newSet.Beatmaps.FirstOrDefault(b => b.Beatmap.ID == previouslySelectedID) ?? newSet);
|
||||
|
||||
|
@ -26,7 +26,7 @@ namespace osu.Game.Screens.Select
|
||||
set => tabs.Current = value;
|
||||
}
|
||||
|
||||
public Action<BeatmapDetailAreaTabItem, bool> OnFilter; //passed the selected tab and if mods is checked
|
||||
public Action<BeatmapDetailAreaTabItem, bool> OnFilter; // passed the selected tab and if mods is checked
|
||||
|
||||
public IReadOnlyList<BeatmapDetailAreaTabItem> TabItems
|
||||
{
|
||||
|
@ -201,7 +201,7 @@ namespace osu.Game.Screens.Select
|
||||
Schedule(() =>
|
||||
{
|
||||
if (beatmap != requestedBeatmap)
|
||||
//the beatmap has been changed since we started the lookup.
|
||||
// the beatmap has been changed since we started the lookup.
|
||||
return;
|
||||
|
||||
var b = res.ToBeatmap(rulesets);
|
||||
@ -222,7 +222,7 @@ namespace osu.Game.Screens.Select
|
||||
Schedule(() =>
|
||||
{
|
||||
if (beatmap != requestedBeatmap)
|
||||
//the beatmap has been changed since we started the lookup.
|
||||
// the beatmap has been changed since we started the lookup.
|
||||
return;
|
||||
|
||||
updateMetrics();
|
||||
|
@ -52,7 +52,7 @@ namespace osu.Game.Screens.Select.Details
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Children = new[]
|
||||
{
|
||||
FirstValue = new StatisticRow(), //circle size/key amount
|
||||
FirstValue = new StatisticRow(), // circle size/key amount
|
||||
HpDrain = new StatisticRow { Title = "HP Drain" },
|
||||
Accuracy = new StatisticRow { Title = "Accuracy" },
|
||||
ApproachRate = new StatisticRow { Title = "Approach Rate" },
|
||||
|
@ -807,7 +807,7 @@ namespace osu.Game.Screens.Select
|
||||
Masking = true;
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
Width = panel_overflow; //avoid horizontal masking so the panels don't clip when screen stack is pushed.
|
||||
Width = panel_overflow; // avoid horizontal masking so the panels don't clip when screen stack is pushed.
|
||||
InternalChild = Content = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
|
Loading…
Reference in New Issue
Block a user