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Merge pull request #7780 from voidedWarranties/difficultyadjust-order
Fix order and naming of Difficulty Adjust sliders
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commit
e941f6c4dd
@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Catch.Mods
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{
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public class CatchModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Fruit Size", "Override a beatmap's set CS.")]
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[SettingSource("Circle Size", "Override a beatmap's set CS.", FIRST_SETTING_ORDER - 1)]
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public BindableNumber<float> CircleSize { get; } = new BindableFloat
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{
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Precision = 0.1f,
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Catch.Mods
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Value = 5,
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};
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[SettingSource("Approach Rate", "Override a beatmap's set AR.")]
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[SettingSource("Approach Rate", "Override a beatmap's set AR.", LAST_SETTING_ORDER + 1)]
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public BindableNumber<float> ApproachRate { get; } = new BindableFloat
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{
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Precision = 0.1f,
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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModDifficultyAdjust : ModDifficultyAdjust
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{
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[SettingSource("Circle Size", "Override a beatmap's set CS.")]
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[SettingSource("Circle Size", "Override a beatmap's set CS.", FIRST_SETTING_ORDER - 1)]
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public BindableNumber<float> CircleSize { get; } = new BindableFloat
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{
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Precision = 0.1f,
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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Value = 5,
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};
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[SettingSource("Approach Rate", "Override a beatmap's set AR.")]
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[SettingSource("Approach Rate", "Override a beatmap's set AR.", LAST_SETTING_ORDER + 1)]
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public BindableNumber<float> ApproachRate { get; } = new BindableFloat
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{
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Precision = 0.1f,
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using JetBrains.Annotations;
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using osu.Framework.Bindables;
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@ -16,6 +17,10 @@ namespace osu.Game.Configuration
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/// An attribute to mark a bindable as being exposed to the user via settings controls.
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/// Can be used in conjunction with <see cref="SettingSourceExtensions.CreateSettingsControls"/> to automatically create UI controls.
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/// </summary>
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/// <remarks>
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/// All controls with <see cref="OrderPosition"/> set will be placed first in ascending order.
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/// All controls with no <see cref="OrderPosition"/> will come afterward in default order.
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/// </remarks>
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[MeansImplicitUse]
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[AttributeUsage(AttributeTargets.Property)]
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public class SettingSourceAttribute : Attribute
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@ -24,18 +29,26 @@ namespace osu.Game.Configuration
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public string Description { get; }
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public int? OrderPosition { get; }
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public SettingSourceAttribute(string label, string description = null)
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{
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Label = label ?? string.Empty;
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Description = description ?? string.Empty;
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}
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public SettingSourceAttribute(string label, string description, int orderPosition)
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: this(label, description)
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{
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OrderPosition = orderPosition;
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}
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}
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public static class SettingSourceExtensions
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{
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public static IEnumerable<Drawable> CreateSettingsControls(this object obj)
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{
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foreach (var (attr, property) in obj.GetSettingsSourceProperties())
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foreach (var (attr, property) in obj.GetOrderedSettingsSourceProperties())
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{
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object value = property.GetValue(obj);
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@ -116,5 +129,15 @@ namespace osu.Game.Configuration
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yield return (attr, property);
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}
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}
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public static IEnumerable<(SettingSourceAttribute, PropertyInfo)> GetOrderedSettingsSourceProperties(this object obj)
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{
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var original = obj.GetSettingsSourceProperties();
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var orderedRelative = original.Where(attr => attr.Item1.OrderPosition != null).OrderBy(attr => attr.Item1.OrderPosition);
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var unordered = original.Except(orderedRelative);
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return orderedRelative.Concat(unordered);
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}
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}
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}
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@ -28,7 +28,11 @@ namespace osu.Game.Rulesets.Mods
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public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModHardRock) };
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[SettingSource("Drain Rate", "Override a beatmap's set HP.")]
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protected const int FIRST_SETTING_ORDER = 1;
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protected const int LAST_SETTING_ORDER = 2;
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[SettingSource("HP Drain", "Override a beatmap's set HP.", FIRST_SETTING_ORDER)]
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public BindableNumber<float> DrainRate { get; } = new BindableFloat
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{
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Precision = 0.1f,
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@ -38,7 +42,7 @@ namespace osu.Game.Rulesets.Mods
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Value = 5,
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};
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[SettingSource("Overall Difficulty", "Override a beatmap's set OD.")]
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[SettingSource("Accuracy", "Override a beatmap's set OD.", LAST_SETTING_ORDER)]
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public BindableNumber<float> OverallDifficulty { get; } = new BindableFloat
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{
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Precision = 0.1f,
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