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Merge branch 'master' into taiko-drumroll-skinning
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commit
f16ae522b7
@ -28,8 +28,15 @@ namespace osu.Game.Screens.Select
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{
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{
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public class BeatmapCarousel : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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public class BeatmapCarousel : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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{
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private const float bleed_top = FilterControl.HEIGHT;
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/// <summary>
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private const float bleed_bottom = Footer.HEIGHT;
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/// Height of the area above the carousel that should be treated as visible due to transparency of elements in front of it.
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/// </summary>
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public float BleedTop { get; set; }
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/// <summary>
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/// Height of the area below the carousel that should be treated as visible due to transparency of elements in front of it.
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/// </summary>
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public float BleedBottom { get; set; }
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/// <summary>
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/// <summary>
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/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
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/// Triggered when the <see cref="BeatmapSets"/> loaded change and are completely loaded.
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@ -373,17 +380,17 @@ namespace osu.Game.Screens.Select
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/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
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/// the beatmap carousel bleeds into the <see cref="FilterControl"/> and the <see cref="Footer"/>
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/// </remarks>
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/// </remarks>
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/// </summary>
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/// </summary>
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private float visibleHalfHeight => (DrawHeight + bleed_bottom + bleed_top) / 2;
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private float visibleHalfHeight => (DrawHeight + BleedBottom + BleedTop) / 2;
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/// <summary>
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/// <summary>
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/// The position of the lower visible bound with respect to the current scroll position.
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/// The position of the lower visible bound with respect to the current scroll position.
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/// </summary>
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/// </summary>
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private float visibleBottomBound => scroll.Current + DrawHeight + bleed_bottom;
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private float visibleBottomBound => scroll.Current + DrawHeight + BleedBottom;
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/// <summary>
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/// <summary>
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/// The position of the upper visible bound with respect to the current scroll position.
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/// The position of the upper visible bound with respect to the current scroll position.
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/// </summary>
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/// </summary>
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private float visibleUpperBound => scroll.Current - bleed_top;
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private float visibleUpperBound => scroll.Current - BleedTop;
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public void FlushPendingFilterOperations()
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public void FlushPendingFilterOperations()
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{
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{
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@ -641,7 +648,11 @@ namespace osu.Game.Screens.Select
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case DrawableCarouselBeatmap beatmap:
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case DrawableCarouselBeatmap beatmap:
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{
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{
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if (beatmap.Item.State.Value == CarouselItemState.Selected)
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if (beatmap.Item.State.Value == CarouselItemState.Selected)
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scrollTarget = currentY + beatmap.DrawHeight / 2 - DrawHeight / 2;
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// scroll position at currentY makes the set panel appear at the very top of the carousel's screen space
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// move down by half of visible height (height of the carousel's visible extent, including semi-transparent areas)
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// then reapply the top semi-transparent area (because carousel's screen space starts below it)
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// and finally add half of the panel's own height to achieve vertical centering of the panel itself
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scrollTarget = currentY - visibleHalfHeight + BleedTop + beatmap.DrawHeight / 2;
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void performMove(float y, float? startY = null)
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void performMove(float y, float? startY = null)
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{
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{
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@ -153,6 +153,8 @@ namespace osu.Game.Screens.Select
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Anchor = Anchor.CentreRight,
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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BleedTop = FilterControl.HEIGHT,
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BleedBottom = Footer.HEIGHT,
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SelectionChanged = updateSelectedBeatmap,
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SelectionChanged = updateSelectedBeatmap,
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BeatmapSetsChanged = carouselBeatmapsLoaded,
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BeatmapSetsChanged = carouselBeatmapsLoaded,
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GetRecommendedBeatmap = recommender.GetRecommendedBeatmap,
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GetRecommendedBeatmap = recommender.GetRecommendedBeatmap,
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