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https://github.com/ppy/osu.git
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Merge remote-tracking branch 'refs/remotes/ppy/master' into friends-sorting
This commit is contained in:
commit
f9841369e8
@ -58,14 +58,12 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
|
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ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
|
||||
}
|
||||
|
||||
protected override bool UseTransformStateManagement => false;
|
||||
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
|
||||
|
||||
protected override void UpdateState(ArmedState state)
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protected override void UpdateInitialTransforms() => this.FadeIn(200);
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||||
|
||||
protected override void UpdateStateTransforms(ArmedState state)
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{
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||||
// TODO: update to use new state management.
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using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
|
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this.FadeIn(200);
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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using (BeginAbsoluteSequence(endTime, true))
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|
@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Catch.UI
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if (lastPlateableFruit == null)
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return;
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||||
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||||
// this is required to make this run after the last caught fruit runs UpdateState at least once.
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// this is required to make this run after the last caught fruit runs updateState() at least once.
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// TODO: find a better alternative
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if (lastPlateableFruit.IsLoaded)
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action();
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|
@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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Alpha = 0.2f;
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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}
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}
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|
@ -8,6 +8,7 @@ using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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@ -104,6 +105,12 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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using (BeginDelayedSequence(HitObject.Duration, true))
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base.UpdateStateTransforms(state);
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}
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protected void BeginHold()
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{
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holdStartTime = Time.Current;
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|
@ -45,24 +45,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
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}
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}
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public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
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where TObject : ManiaHitObject
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{
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public new readonly TObject HitObject;
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protected override void UpdateInitialTransforms() => this.FadeIn();
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protected DrawableManiaHitObject(TObject hitObject)
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: base(hitObject)
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protected override void UpdateStateTransforms(ArmedState state)
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{
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HitObject = hitObject;
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}
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||||
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protected override bool UseTransformStateManagement => false;
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|
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protected override void UpdateState(ArmedState state)
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{
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// TODO: update to use new state management.
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switch (state)
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{
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case ArmedState.Miss:
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@ -75,4 +62,16 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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}
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||||
}
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||||
}
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public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
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where TObject : ManiaHitObject
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||||
{
|
||||
public new readonly TObject HitObject;
|
||||
|
||||
protected DrawableManiaHitObject(TObject hitObject)
|
||||
: base(hitObject)
|
||||
{
|
||||
HitObject = hitObject;
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||||
}
|
||||
}
|
||||
}
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|
@ -247,10 +247,6 @@ namespace osu.Game.Rulesets.Taiko.Tests
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: base(hitObject)
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{
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||||
}
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||||
|
||||
protected override void UpdateState(ArmedState state)
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||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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||||
|
@ -53,9 +53,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
Alpha = 0.75f
|
||||
});
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
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|
@ -88,13 +88,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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||||
ApplyResult(r => r.Type = HitResult.Miss);
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}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
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||||
protected override void UpdateStateTransforms(ArmedState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case ArmedState.Hit:
|
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case ArmedState.Miss:
|
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this.FadeOut(100).Expire();
|
||||
this.Delay(HitObject.Duration).FadeOut(100).Expire();
|
||||
break;
|
||||
}
|
||||
}
|
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|
@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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||||
ApplyResult(r => r.Type = HitResult.Great);
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
protected override void UpdateStateTransforms(ArmedState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
|
@ -92,56 +92,42 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
Size = BaseSize * Parent.RelativeChildSize;
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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||||
{
|
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// TODO: update to use new state management.
|
||||
var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
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|
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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||||
|
||||
using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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||||
switch (state)
|
||||
{
|
||||
switch (State.Value)
|
||||
{
|
||||
case ArmedState.Idle:
|
||||
validActionPressed = false;
|
||||
case ArmedState.Idle:
|
||||
validActionPressed = false;
|
||||
|
||||
UnproxyContent();
|
||||
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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||||
break;
|
||||
UnproxyContent();
|
||||
this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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||||
break;
|
||||
|
||||
case ArmedState.Miss:
|
||||
this.FadeOut(100)
|
||||
.Expire();
|
||||
break;
|
||||
case ArmedState.Miss:
|
||||
this.FadeOut(100)
|
||||
.Expire();
|
||||
break;
|
||||
|
||||
case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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||||
ProxyContent();
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case ArmedState.Hit:
|
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// If we're far enough away from the left stage, we should bring outselves in front of it
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||||
ProxyContent();
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||||
|
||||
var flash = circlePiece?.FlashBox;
|
||||
var flash = (MainPiece as CirclePiece)?.FlashBox;
|
||||
flash?.FadeTo(0.9f).FadeOut(300);
|
||||
|
||||
if (flash != null)
|
||||
{
|
||||
flash.FadeTo(0.9f);
|
||||
flash.FadeOut(300);
|
||||
}
|
||||
const float gravity_time = 300;
|
||||
const float gravity_travel_height = 200;
|
||||
|
||||
const float gravity_time = 300;
|
||||
const float gravity_travel_height = 200;
|
||||
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
|
||||
|
||||
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
|
||||
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
|
||||
.Then()
|
||||
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
|
||||
|
||||
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
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||||
.Then()
|
||||
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
|
||||
this.FadeOut(800)
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||||
.Expire();
|
||||
|
||||
this.FadeOut(800)
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||||
.Expire();
|
||||
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -18,9 +18,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
MainObject = mainObject;
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -25,6 +25,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
private const float target_ring_scale = 5f;
|
||||
private const float inner_ring_alpha = 0.65f;
|
||||
|
||||
/// <summary>
|
||||
/// Offset away from the start time of the swell at which the ring starts appearing.
|
||||
/// </summary>
|
||||
private const double ring_appear_offset = 100;
|
||||
|
||||
private readonly List<DrawableSwellTick> ticks = new List<DrawableSwellTick>();
|
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|
||||
private readonly Container bodyContainer;
|
||||
@ -179,26 +184,34 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
}
|
||||
}
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||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
protected override void UpdateInitialTransforms()
|
||||
{
|
||||
const float preempt = 100;
|
||||
const float out_transition_time = 300;
|
||||
base.UpdateInitialTransforms();
|
||||
|
||||
using (BeginAbsoluteSequence(HitObject.StartTime - ring_appear_offset, true))
|
||||
targetRing.ScaleTo(target_ring_scale, 400, Easing.OutQuint);
|
||||
}
|
||||
|
||||
protected override void UpdateStateTransforms(ArmedState state)
|
||||
{
|
||||
const double transition_duration = 300;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case ArmedState.Idle:
|
||||
UnproxyContent();
|
||||
expandingRing.FadeTo(0);
|
||||
using (BeginAbsoluteSequence(HitObject.StartTime - preempt, true))
|
||||
targetRing.ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint);
|
||||
break;
|
||||
|
||||
case ArmedState.Miss:
|
||||
case ArmedState.Hit:
|
||||
this.FadeOut(out_transition_time, Easing.Out);
|
||||
bodyContainer.ScaleTo(1.4f, out_transition_time);
|
||||
using (BeginAbsoluteSequence(Time.Current, true))
|
||||
{
|
||||
this.FadeOut(transition_duration, Easing.Out);
|
||||
bodyContainer.ScaleTo(1.4f, transition_duration);
|
||||
|
||||
Expire();
|
||||
}
|
||||
|
||||
Expire();
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -212,9 +225,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
// Make the swell stop at the hit target
|
||||
X = Math.Max(0, X);
|
||||
|
||||
double t = Math.Min(HitObject.StartTime, Time.Current);
|
||||
if (t == HitObject.StartTime)
|
||||
if (Time.Current >= HitObject.StartTime - ring_appear_offset)
|
||||
ProxyContent();
|
||||
else
|
||||
UnproxyContent();
|
||||
}
|
||||
|
||||
private bool? lastWasCentre;
|
||||
|
@ -1,7 +1,6 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
@ -21,10 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
{
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool OnPressed(TaikoAction action) => false;
|
||||
}
|
||||
}
|
||||
|
@ -78,10 +78,31 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
public abstract bool OnPressed(TaikoAction action);
|
||||
public virtual bool OnReleased(TaikoAction action) => false;
|
||||
|
||||
protected override void UpdateInitialTransforms() => this.FadeIn();
|
||||
|
||||
public override double LifetimeStart
|
||||
{
|
||||
get => base.LifetimeStart;
|
||||
set
|
||||
{
|
||||
base.LifetimeStart = value;
|
||||
proxiedContent.LifetimeStart = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override double LifetimeEnd
|
||||
{
|
||||
get => base.LifetimeEnd;
|
||||
set
|
||||
{
|
||||
base.LifetimeEnd = value;
|
||||
proxiedContent.LifetimeEnd = value;
|
||||
}
|
||||
}
|
||||
|
||||
private class ProxiedContentContainer : Container
|
||||
{
|
||||
public override double LifetimeStart => Parent?.LifetimeStart ?? base.LifetimeStart;
|
||||
public override double LifetimeEnd => Parent?.LifetimeEnd ?? base.LifetimeEnd;
|
||||
public override bool RemoveWhenNotAlive => false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -121,8 +142,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool UseTransformStateManagement => false;
|
||||
|
||||
// Normal and clap samples are handled by the drum
|
||||
protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
|
||||
|
||||
|
@ -200,10 +200,6 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private class TestDrawableHitObject : DrawableHitObject<HitObject>
|
||||
@ -216,10 +212,6 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
|
||||
AddInternal(new Box { Size = new Vector2(75) });
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -15,6 +15,7 @@ using osu.Framework.MathUtils;
|
||||
using osu.Framework.Platform;
|
||||
using osu.Framework.Screens;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
@ -79,8 +80,12 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
Dependencies.Cache(manager = new BeatmapManager(LocalStorage, ContextFactory, rulesets, null, audio, host, defaultBeatmap = Beatmap.Default));
|
||||
|
||||
Beatmap.SetDefault();
|
||||
|
||||
Dependencies.Cache(config = new OsuConfigManager(LocalStorage));
|
||||
}
|
||||
|
||||
private OsuConfigManager config;
|
||||
|
||||
[SetUp]
|
||||
public virtual void SetUp() => Schedule(() =>
|
||||
{
|
||||
@ -111,13 +116,15 @@ namespace osu.Game.Tests.Visual.SongSelect
|
||||
|
||||
AddAssert("random map selected", () => songSelect.CurrentBeatmap != defaultBeatmap);
|
||||
|
||||
AddStep(@"Sort by Artist", delegate { songSelect.FilterControl.Sort = SortMode.Artist; });
|
||||
AddStep(@"Sort by Title", delegate { songSelect.FilterControl.Sort = SortMode.Title; });
|
||||
AddStep(@"Sort by Author", delegate { songSelect.FilterControl.Sort = SortMode.Author; });
|
||||
AddStep(@"Sort by DateAdded", delegate { songSelect.FilterControl.Sort = SortMode.DateAdded; });
|
||||
AddStep(@"Sort by BPM", delegate { songSelect.FilterControl.Sort = SortMode.BPM; });
|
||||
AddStep(@"Sort by Length", delegate { songSelect.FilterControl.Sort = SortMode.Length; });
|
||||
AddStep(@"Sort by Difficulty", delegate { songSelect.FilterControl.Sort = SortMode.Difficulty; });
|
||||
var sortMode = config.GetBindable<SortMode>(OsuSetting.SongSelectSortingMode);
|
||||
|
||||
AddStep(@"Sort by Artist", delegate { sortMode.Value = SortMode.Artist; });
|
||||
AddStep(@"Sort by Title", delegate { sortMode.Value = SortMode.Title; });
|
||||
AddStep(@"Sort by Author", delegate { sortMode.Value = SortMode.Author; });
|
||||
AddStep(@"Sort by DateAdded", delegate { sortMode.Value = SortMode.DateAdded; });
|
||||
AddStep(@"Sort by BPM", delegate { sortMode.Value = SortMode.BPM; });
|
||||
AddStep(@"Sort by Length", delegate { sortMode.Value = SortMode.Length; });
|
||||
AddStep(@"Sort by Difficulty", delegate { sortMode.Value = SortMode.Difficulty; });
|
||||
}
|
||||
|
||||
[Test]
|
||||
|
@ -8,6 +8,7 @@ using osu.Framework.Platform;
|
||||
using osu.Game.Overlays;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Screens.Select;
|
||||
using osu.Game.Screens.Select.Filter;
|
||||
|
||||
namespace osu.Game.Configuration
|
||||
{
|
||||
@ -25,6 +26,9 @@ namespace osu.Game.Configuration
|
||||
Set(OsuSetting.DisplayStarsMinimum, 0.0, 0, 10, 0.1);
|
||||
Set(OsuSetting.DisplayStarsMaximum, 10.0, 0, 10, 0.1);
|
||||
|
||||
Set(OsuSetting.SongSelectGroupingMode, GroupMode.All);
|
||||
Set(OsuSetting.SongSelectSortingMode, SortMode.Title);
|
||||
|
||||
Set(OsuSetting.RandomSelectAlgorithm, RandomSelectAlgorithm.RandomPermutation);
|
||||
|
||||
Set(OsuSetting.ChatDisplayHeight, ChatOverlay.DEFAULT_HEIGHT, 0.2, 1);
|
||||
@ -150,6 +154,8 @@ namespace osu.Game.Configuration
|
||||
SaveUsername,
|
||||
DisplayStarsMinimum,
|
||||
DisplayStarsMaximum,
|
||||
SongSelectGroupingMode,
|
||||
SongSelectSortingMode,
|
||||
RandomSelectAlgorithm,
|
||||
ShowFpsDisplay,
|
||||
ChatDisplayHeight,
|
||||
|
@ -132,6 +132,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
/// </summary>
|
||||
public event Action<DrawableHitObject, ArmedState> ApplyCustomUpdateState;
|
||||
|
||||
#pragma warning disable 618 // (legacy state management) - can be removed 20200227
|
||||
|
||||
/// <summary>
|
||||
/// Enables automatic transform management of this hitobject. Implementation of transforms should be done in <see cref="UpdateInitialTransforms"/> and <see cref="UpdateStateTransforms"/> only. Rewinding and removing previous states is done automatically.
|
||||
/// </summary>
|
||||
@ -139,6 +141,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
|
||||
/// is offered as a compatibility layer until all rulesets have been migrated across.
|
||||
/// </remarks>
|
||||
[Obsolete("Use UpdateInitialTransforms()/UpdateStateTransforms() instead")] // can be removed 20200227
|
||||
protected virtual bool UseTransformStateManagement => true;
|
||||
|
||||
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
|
||||
@ -219,10 +222,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
/// Should generally not be used when <see cref="UseTransformStateManagement"/> is true; use <see cref="UpdateStateTransforms"/> instead.
|
||||
/// </summary>
|
||||
/// <param name="state">The new armed state.</param>
|
||||
[Obsolete("Use UpdateInitialTransforms()/UpdateStateTransforms() instead")] // can be removed 20200227
|
||||
protected virtual void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
|
||||
#pragma warning restore 618
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
|
||||
|
@ -220,14 +220,23 @@ namespace osu.Game.Screens.Select.Carousel
|
||||
|
||||
public class FilterableGroupedDifficultyIcon : GroupedDifficultyIcon
|
||||
{
|
||||
private readonly List<CarouselBeatmap> items;
|
||||
|
||||
public FilterableGroupedDifficultyIcon(List<CarouselBeatmap> items, RulesetInfo ruleset)
|
||||
: base(items.Select(i => i.Beatmap).ToList(), ruleset, Color4.White)
|
||||
{
|
||||
items.ForEach(item => item.Filtered.ValueChanged += _ =>
|
||||
{
|
||||
// for now, fade the whole group based on the ratio of hidden items.
|
||||
this.FadeTo(1 - 0.9f * ((float)items.Count(i => i.Filtered.Value) / items.Count), 100);
|
||||
});
|
||||
this.items = items;
|
||||
|
||||
foreach (var item in items)
|
||||
item.Filtered.BindValueChanged(_ => Scheduler.AddOnce(updateFilteredDisplay));
|
||||
|
||||
updateFilteredDisplay();
|
||||
}
|
||||
|
||||
private void updateFilteredDisplay()
|
||||
{
|
||||
// for now, fade the whole group based on the ratio of hidden items.
|
||||
this.FadeTo(1 - 0.9f * ((float)items.Count(i => i.Filtered.Value) / items.Count), 100);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -29,40 +29,14 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
private readonly TabControl<GroupMode> groupTabs;
|
||||
|
||||
private SortMode sort = SortMode.Title;
|
||||
private Bindable<SortMode> sortMode;
|
||||
|
||||
public SortMode Sort
|
||||
{
|
||||
get => sort;
|
||||
set
|
||||
{
|
||||
if (sort != value)
|
||||
{
|
||||
sort = value;
|
||||
FilterChanged?.Invoke(CreateCriteria());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private GroupMode group = GroupMode.All;
|
||||
|
||||
public GroupMode Group
|
||||
{
|
||||
get => group;
|
||||
set
|
||||
{
|
||||
if (group != value)
|
||||
{
|
||||
group = value;
|
||||
FilterChanged?.Invoke(CreateCriteria());
|
||||
}
|
||||
}
|
||||
}
|
||||
private Bindable<GroupMode> groupMode;
|
||||
|
||||
public FilterCriteria CreateCriteria() => new FilterCriteria
|
||||
{
|
||||
Group = group,
|
||||
Sort = sort,
|
||||
Group = groupMode.Value,
|
||||
Sort = sortMode.Value,
|
||||
SearchText = searchTextBox.Text,
|
||||
AllowConvertedBeatmaps = showConverted.Value,
|
||||
Ruleset = ruleset.Value
|
||||
@ -122,7 +96,6 @@ namespace osu.Game.Screens.Select
|
||||
Height = 24,
|
||||
Width = 0.5f,
|
||||
AutoSort = true,
|
||||
Current = { Value = GroupMode.Title }
|
||||
},
|
||||
//spriteText = new OsuSpriteText
|
||||
//{
|
||||
@ -141,7 +114,6 @@ namespace osu.Game.Screens.Select
|
||||
Width = 0.5f,
|
||||
Height = 24,
|
||||
AutoSort = true,
|
||||
Current = { Value = SortMode.Title }
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -153,8 +125,6 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
groupTabs.PinItem(GroupMode.All);
|
||||
groupTabs.PinItem(GroupMode.RecentlyPlayed);
|
||||
groupTabs.Current.ValueChanged += group => Group = group.NewValue;
|
||||
sortTabs.Current.ValueChanged += sort => Sort = sort.NewValue;
|
||||
}
|
||||
|
||||
public void Deactivate()
|
||||
@ -184,7 +154,18 @@ namespace osu.Game.Screens.Select
|
||||
showConverted.ValueChanged += _ => updateCriteria();
|
||||
|
||||
ruleset.BindTo(parentRuleset);
|
||||
ruleset.BindValueChanged(_ => updateCriteria(), true);
|
||||
ruleset.BindValueChanged(_ => updateCriteria());
|
||||
|
||||
sortMode = config.GetBindable<SortMode>(OsuSetting.SongSelectSortingMode);
|
||||
groupMode = config.GetBindable<GroupMode>(OsuSetting.SongSelectGroupingMode);
|
||||
|
||||
sortTabs.Current.BindTo(sortMode);
|
||||
groupTabs.Current.BindTo(groupMode);
|
||||
|
||||
groupMode.BindValueChanged(_ => updateCriteria());
|
||||
sortMode.BindValueChanged(_ => updateCriteria());
|
||||
|
||||
updateCriteria();
|
||||
}
|
||||
|
||||
private void updateCriteria() => FilterChanged?.Invoke(CreateCriteria());
|
||||
|
@ -155,16 +155,40 @@ namespace osu.Game.Skinning
|
||||
// Spacing value was reverse-engineered from the ratio of the rendered sprite size in the visual inspector vs the actual texture size
|
||||
Spacing = new Vector2(-Configuration.HitCircleOverlap * 0.89f, 0)
|
||||
};
|
||||
|
||||
default:
|
||||
string lastPiece = componentName.Split('/').Last();
|
||||
componentName = componentName.StartsWith("Gameplay/taiko/") ? "taiko-" + lastPiece : lastPiece;
|
||||
break;
|
||||
}
|
||||
|
||||
return getAnimation(componentName, animatable, looping);
|
||||
}
|
||||
|
||||
public override Texture GetTexture(string componentName)
|
||||
{
|
||||
componentName = getFallbackName(componentName);
|
||||
|
||||
float ratio = 2;
|
||||
var texture = Textures.Get($"{componentName}@2x");
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
ratio = 1;
|
||||
texture = Textures.Get(componentName);
|
||||
}
|
||||
|
||||
if (texture != null)
|
||||
texture.ScaleAdjust = ratio;
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
public override SampleChannel GetSample(string sampleName) => Samples.Get(getFallbackName(sampleName));
|
||||
|
||||
private bool hasFont(string fontName) => GetTexture($"{fontName}-0") != null;
|
||||
|
||||
private string getFallbackName(string componentName)
|
||||
{
|
||||
string lastPiece = componentName.Split('/').Last();
|
||||
return componentName.StartsWith("Gameplay/taiko/") ? "taiko-" + lastPiece : lastPiece;
|
||||
}
|
||||
|
||||
private Drawable getAnimation(string componentName, bool animatable, bool looping, string animationSeparator = "-")
|
||||
{
|
||||
Texture texture;
|
||||
@ -200,27 +224,6 @@ namespace osu.Game.Skinning
|
||||
return null;
|
||||
}
|
||||
|
||||
public override Texture GetTexture(string componentName)
|
||||
{
|
||||
float ratio = 2;
|
||||
var texture = Textures.Get($"{componentName}@2x");
|
||||
|
||||
if (texture == null)
|
||||
{
|
||||
ratio = 1;
|
||||
texture = Textures.Get(componentName);
|
||||
}
|
||||
|
||||
if (texture != null)
|
||||
texture.ScaleAdjust = ratio;
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
public override SampleChannel GetSample(string sampleName) => Samples.Get(sampleName);
|
||||
|
||||
private bool hasFont(string fontName) => GetTexture($"{fontName}-0") != null;
|
||||
|
||||
protected class LegacySkinResourceStore<T> : IResourceStore<byte[]>
|
||||
where T : INamedFileInfo
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user