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Commit Graph

238 Commits

Author SHA1 Message Date
Cootz
325c114c1c Remove redundant xmldocs 2023-06-02 10:39:27 +03:00
Cootz
39489358fa Apply appearance animation to aboveColumnsContent 2023-06-01 14:07:05 +03:00
Cootz
0e5c99b760 Fix search bar showing incorrectly 2023-05-28 13:12:57 +03:00
Cootz
c3f06ad2db
Merge branch 'master' into add-mod-search-option 2023-05-23 08:55:57 +03:00
Cootz
67bf1b4dfe Select/deselect first visible mod when GlobalAction.Select is triggered 2023-05-21 11:05:01 +03:00
Cootz
6647d95ea7 Kill search focus when clicking on ModColumn 2023-05-14 18:32:16 +03:00
Cootz
2467813d81 Block deselect all short key when using the search box 2023-05-09 16:14:42 +03:00
Cootz
cbb9f0100e Update PopIn and PopOut filtering. Expose SearchTerm 2023-05-06 11:27:06 +03:00
Cootz
54757df51f Fix mod deselect button not working properly when search applied 2023-05-05 09:31:27 +03:00
Cootz
1ac9d900e1 Clear search on ModSelectOverlay.Hide 2023-05-04 19:24:37 +03:00
Cootz
152d2678d5 Fix ModSelectColumn completely disappear from ModSelectOverlay 2023-05-03 14:00:46 +03:00
Cootz
a6ca049739 Manually implement @bdach prototype 2023-05-02 14:15:33 +03:00
Dean Herbert
e808e7316b Mark delegate value unused and add comment to avoid future regression 2023-05-02 13:29:30 +09:00
Bartłomiej Dach
2e3daf0a54
Fix leak of ModSettingChangeTracker instances
The `SelectedMods.BindValueChanged()` callback in `ModSelectOverlay` can
in some instances run recursively. This is most heavily leaned on in
scenarios where `SelectedMods` is updated by an external component. In
such cases, the mod select overlay needs to replace the mod instances
received externally with mod instances which it owns, so that the changes
made on the overlay can propagate outwards.

This in particular means that prior to this commit, it was possible to
encounter the following scenario:

	modSettingChangeTracker?.Dispose();
	updateFromExternalSelection(); // mutates SelectedMods to perform the replacement
	                               // therefore causing a recursive call

		modSettingChangeTracker?.Dispose();
		// inner call continues
		modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);

	// outer call continues
	modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);

This leaks one `modSettingChangeTracker` instance from the inner call,
which is never disposed.

To avoid this, move the disposal to the same side of the recursion that
the creation happens on, changing the call pattern to:

	updateFromExternalSelection(); // mutates SelectedMods to perform the replacement
	                               // therefore causing a recursive call

		modSettingChangeTracker?.Dispose();
		// inner call continues
		modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);

	modSettingChangeTracker?.Dispose();
	// outer call continues
	modSettingChangeTracker = new ModSettingChangeTracker(SelectedMods.Value);

which, while slightly wasteful, does not cause any leaks.

The solution is definitely suboptimal, but addressing this properly
would entail a major rewrite of the mod instance management in the mods
overlay, which is probably not the wisest move to make right now.
2023-04-30 17:31:41 +02:00
Cootz
b795e8ac5a Use ModSearch in ModeSelectOverlay 2023-04-27 17:26:35 +03:00
Cootz
3c6141f233 Add ModSearch 2023-04-27 17:08:29 +03:00
Hy0tic
56ab029a58 fix issue where multipler does not update when adjusting speed for preset mod 2023-04-22 13:30:08 -04:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
ansel
b056cac10a Remove generic and add default implementation for CalculateEffect 2022-09-10 08:34:29 +03:00
ansel
545e0bbcef Adjust inheritors and test 2022-08-29 22:49:25 +03:00
ansel
039f009562 Inherit difficulty multiplier display from ModsEffectDiplay 2022-08-27 20:26:05 +03:00
Bartłomiej Dach
3109066e34
Rename {Requires -> Pending}Configuration 2022-08-16 22:45:24 +02:00
Bartłomiej Dach
10daac6752
Only open mod customisation panel on explicit selection of single mod 2022-08-15 20:38:23 +02:00
Bartłomiej Dach
f860bc11ee
Fix several schedule-related issues arising from new column addition 2022-08-15 20:38:16 +02:00
Bartłomiej Dach
5ff2e41a55
Add preset column to mod select test scene 2022-08-15 18:38:37 +02:00
Bartłomiej Dach
839409d7ac
Add preset column to solo mod select overlay 2022-08-07 16:20:31 +02:00
Bartłomiej Dach
b318bbd5e6
Allow non-homogenous column types in mod select overlay 2022-08-07 16:20:31 +02:00
Salman Ahmed
89653b74c7 Only add setting tracker when customisation is permitted 2022-07-19 19:21:16 +03:00
Salman Ahmed
eddae7b143 Fix mod overlay and footer not updating multiplayer on settings change 2022-07-18 07:38:56 +03:00
Dean Herbert
a03abc747b Tidy up comments and simplify bounding box centre logic 2022-07-02 12:58:34 +09:00
Jamie Taylor
9d28d5f8ee
Update SFX for mod overlay show/hide 2022-07-01 20:43:12 +09:00
Dean Herbert
31a447fda0 Update parameter discards 2022-06-24 21:26:19 +09:00
Bartłomiej Dach
73124d2b1f
Encapsulate mod hotkey selection logic in strategy pattern 2022-06-21 12:49:01 +02:00
Dan Balasescu
f8830c6850 Automated #nullable processing 2022-06-17 16:37:17 +09:00
Bartłomiej Dach
071e158a29
Expose available mod state outwardly as a bindable 2022-05-25 23:06:12 +02:00
Bartłomiej Dach
f0303d76e8
Split off "select all mods" button to separate class 2022-05-25 22:18:30 +02:00
Bartłomiej Dach
a4bd399b0c
Split off "deselect all mods" button to separate class 2022-05-25 22:14:45 +02:00
Dean Herbert
062ffe64ac Remove delay on pop in 2022-05-17 18:21:19 +09:00
Bartłomiej Dach
170df01b46
Adjust difficulty multiplier scale transition on mod overlay
The previous transition was supposed to be a center-anchored elastic
scale-in, but this didn't work as intended - because the multiplier
ended up inside of an auto-sized right-aligned container, the animation
itself would end up being anchored right.

Attempts to remove the scale transition resulted in a rather
jarring-looking result, so swap out the elastic scale-in for a sweep-in
effect from the top, to match the header and avoid introducing too many
directions of movement.

Delay values tweaked "to taste" - can be adjusted further if there is an
alternative set of values that feels better.
2022-05-15 20:44:50 +02:00
Dean Herbert
8a01050168 Refactor mod select button initialisation to allow shared usage of deselect button 2022-05-15 03:16:43 +09:00
Dean Herbert
a759cf2dab Add key binding to deselect all mods
Defaults to `Backspace`.
2022-05-15 02:51:58 +09:00
Bartłomiej Dach
981ead68bf
Ensure local mods are constructed in time for Pop{In,Out}() 2022-05-11 22:31:27 +02:00
Bartłomiej Dach
93539160ad
Remove no-longer-necessary guard 2022-05-11 22:31:26 +02:00
Bartłomiej Dach
fc24a56478
Add protection from recursive updates from external selection 2022-05-11 22:31:25 +02:00
Bartłomiej Dach
83ba06e7af
Extract helper property for accessing all mods 2022-05-11 22:31:25 +02:00
Bartłomiej Dach
11ae1da65a
Hoist reference replacement logic to overlay level 2022-05-11 22:26:47 +02:00
Bartłomiej Dach
05a21fbbe0
Hoist ModState to overlay level 2022-05-11 22:26:21 +02:00
Bartłomiej Dach
ddb2d4eef5
Rename FreeModSelect{Screen -> Overlay} reference in inline comment 2022-05-11 18:06:09 +02:00
Bartłomiej Dach
a104277e7f
Rename ModSelect{Screen -> Overlay}Strings 2022-05-11 18:01:33 +02:00
Bartłomiej Dach
76c63f1d0a
Rename ModSelect{Screen -> Overlay} in place of removed old design 2022-05-10 22:56:50 +02:00