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Commit Graph

15903 Commits

Author SHA1 Message Date
Dan Balasescu
88829d5321
Merge pull request #31535 from peppy/beatmap-carousel-v2-right-click-scroll
Refactor absolute scrolling at song select
2025-01-17 17:02:14 +09:00
Bartłomiej Dach
7d026761fc
Merge pull request #31533 from peppy/fix-gameplay-offset-adjust-limitations
Fix gameplay offset adjustment limits not being enforced
2025-01-17 08:21:24 +01:00
Dan Balasescu
79fff136a9
Merge branch 'master' into beatmap-carousel-v2-right-click-scroll 2025-01-17 16:12:52 +09:00
Bartłomiej Dach
81f54507dd
Fix potential index accounting mistake when creating spectator list with spectators already present
Noticed by accident, but if the `BindCollectionChanged()` callback fires
immediately in `LoadComplete()` when set up and there are spectators
present already, then `NewStartingIndex` in the related event is -1:

	b03f83de36/src/libraries/System.ObjectModel/src/System/Collections/Specialized/NotifyCollectionChangedEventArgs.cs (L84-L92)

which kinda breaks the math introducing off-by-ones and in result causes
11 items to be displayed together rather than 10.
2025-01-16 14:29:41 +01:00
Bartłomiej Dach
e3b780d0fb
Merge branch 'master' into spectator-list-visuals 2025-01-16 14:07:53 +01:00
Dean Herbert
a6057a9f54
Move absolute scroll support local to carousel and allow custom bindings 2025-01-16 20:47:59 +09:00
Dean Herbert
1c2621d88e
Add support to CarouselV2 for right mouse button scrolling 2025-01-16 20:27:38 +09:00
Dean Herbert
56b450c4a6
Remove setting for right-mouse scroll (make it always applicable) 2025-01-16 20:27:38 +09:00
Bartłomiej Dach
6b921fc4e4
Merge pull request #31471 from peppy/beatmap-carousel-v2
Add basic framework for carousel displays (aka `BeatmapCarouselV2`)
2025-01-16 12:21:53 +01:00
Dean Herbert
e47244989a
Adjust animations a bit
Removed autosize duration stuff because it looks weird when the list is
shown from scratch where users are already fully populated in it.
2025-01-16 19:23:54 +09:00
Dean Herbert
32906aefde
Add gradient on final spectator if more than list capacity are displayed 2025-01-16 19:05:19 +09:00
Dean Herbert
996798d2df
Avoid list width changing when spectator count changes 2025-01-16 19:02:14 +09:00
Dean Herbert
1d240eb405
Fix gameplay limitations for adjusting offset not actually being applied 2025-01-16 18:05:59 +09:00
Bartłomiej Dach
582c5180b9
Implement spectator list display
- First step for https://github.com/ppy/osu/issues/22087
- Supersedes / closes https://github.com/ppy/osu/pull/22795

Roughly uses design shown in
https://github.com/ppy/osu/pull/22795#issuecomment-1579936284 with some
modifications to better fit everything else, and some customisation
options so it can fit better on other skins.
2025-01-15 14:17:53 +01:00
Dean Herbert
6027947657
Move animation handling to Carousel implementation to better handle add/removes
With the animation logic being external, it was going to make it very
hard to apply the scroll offset when a new panel is added or removed
before the current selection.

There's no real reason for the animations to be local to beatmap
carousel. If there's a usage in the future where the animation is to
change, we can add more customisation to `Carousel` itself.
2025-01-15 17:01:07 +09:00
Bartłomiej Dach
614243fef4
Merge pull request #31506 from peppy/fix-storyboard-break-overhead
Fix stutter on intensive storyboards when entering break time with 100% background dim
2025-01-15 08:23:58 +01:00
Dean Herbert
0b764e6372
Fix substring of GetHashCode potentially failing 2025-01-15 16:18:34 +09:00
Rudi Herouard
57a9911b22 Apply beatmap offset on every beatmap set difficulty if they have the same audio 2025-01-15 04:12:54 +01:00
Dean Herbert
0e20c0e307
Merge pull request #31473 from bdach/colorhax
Add combo colour override control to editor
2025-01-14 20:52:15 +09:00
Dean Herbert
e871f02350
Fix inspections that don't show in rider 2025-01-14 20:43:03 +09:00
Dean Herbert
900237c1ed
Add loading overlay and refine filter flow 2025-01-14 20:23:53 +09:00
Dean Herbert
cc8941a94a
Add animation and depth control 2025-01-14 20:12:09 +09:00
Dean Herbert
7e8a80a0e5
Add difficulty, artist and title sort examples
Also:

- Adds hinting at grouping and header status of items
- Passes through criteria and prepare for grouping tests.
- Makes `Filters` list `protected` because naming clash with `Filter()`
  on `BeatmapCarousel`.
2025-01-14 19:52:48 +09:00
Dean Herbert
d97a3270a5
Split out BeatmapCarousel classes and drop V2 suffix 2025-01-14 19:18:02 +09:00
Dean Herbert
8d41eda91a
Merge branch 'master' into beatmap-carousel-v2 2025-01-14 19:06:52 +09:00
Bartłomiej Dach
8ffd254719
Adjust initialisation code to start with combo colour picker hidden 2025-01-14 08:54:46 +01:00
Dean Herbert
904a08af26
Update textbox usage in line with framework changes 2025-01-14 16:29:56 +09:00
Dean Herbert
77db355809
Ensure storyboards are still updated even when dim is 100%
This avoids piled-up overhead when entering break time. It's not great,
but it is what we need for now to avoid weirdness.
2025-01-14 16:22:10 +09:00
Bartłomiej Dach
fc069e060c
Only show colour on new combo selector button if overridden
As proposed in
https://discord.com/channels/188630481301012481/188630652340404224/1327309179911929936.
2025-01-13 12:38:28 +01:00
Dean Herbert
cf55fe16ab
Generic type instead of raw object? 2025-01-11 01:43:47 +09:00
Dean Herbert
6fbab1bbce
Stop exposing CarouselItem externally 2025-01-11 01:43:47 +09:00
Dean Herbert
ad04681b28
Add scroll position maintaining 2025-01-11 01:43:47 +09:00
Dean Herbert
288be46b17
Add basic selection support 2025-01-11 01:43:47 +09:00
Dean Herbert
5e9a7532d3
Add basic implementation of new beatmap carousel 2025-01-11 01:43:47 +09:00
Dean Herbert
94ea003d90
Update game ScrollContainer usage in line with framework changes
See https://github.com/ppy/osu-framework/pull/6467.
2025-01-11 01:42:59 +09:00
Bartłomiej Dach
48196949e0
Add combo colour override control to editor
Closes https://github.com/ppy/osu/issues/25608.

Logic mostly matching stable. All operations are done on `ComboOffset`
which still makes overridden combo colours weirdly relatively dependent
on each other rather than them be an "absolute" choice, but alas...

As per stable, two consecutive new combos can use the same colour only
if they are separated by a break:

    52f3f75ed7/osu!/GameModes/Edit/Modes/EditorModeCompose.cs#L4564-L4571

This control is only available once the user has changed the combo
colours from defaults; additionally, only a single new combo object
must be selected for the colour selector to show up.
2025-01-10 13:40:56 +01:00
Dean Herbert
73adc4dfd7
Merge pull request #31364 from bdach/editor-storyboard-display-2
Display storyboard in editor background
2025-01-10 15:09:44 +09:00
Dan Balasescu
38d95abc24
Merge pull request #31462 from bdach/ternary-button-is-bad
Simplify editor "ternary button" structure
2025-01-10 14:24:41 +09:00
Bartłomiej Dach
5c8ae6f851
Simplify editor "ternary button" structure
As I look into re-implementing the ability to choose combo colour for an
object (also known as "colourhax") from the editor UI, I stumble upon
these wretched ternary items again and sigh a deep sigh of annoyance.

The structure is overly rigid. `TernaryItem` does nothing that
`DrawableTernaryItem` couldn't, except make it more annoying to add
specific sub-variants of `DrawableTernaryItem` that could do more
things.

Yes you could sprinkle more levels of virtuals to
`CreateDrawableButton()` or something, but after all, as Saint Exupéry
says, "perfection is finally attained not when there is no longer
anything to add, but when there is no longer anything to take away."
So I'm leaning for taking one step towards perfection.
2025-01-09 13:41:22 +01:00
Bartłomiej Dach
bcd35c8899
Merge branch 'master' into editor-storyboard-display-2 2025-01-08 15:46:08 +01:00
Bartłomiej Dach
5a2024777d
Select closest timing point every time the timing screen is changed to
No issue thread for this, was pointed out internally:
https://discord.com/channels/90072389919997952/1259818301517725707/1316604605777444905

Due to the custom setup that editor has with its nested
"screens-that-aren't-screens", the logic that selects the closest
timing point to the current time would only fire on the first open of
the screen. Seems like a good idea to have it fire every time instead.
2025-01-08 14:24:46 +01:00
Bartłomiej Dach
e7070bd812
Merge pull request #31448 from bdach/automatic-new-combo-after-break
Force new combo on objects succeeding a break
2025-01-08 11:22:30 +01:00
Bartłomiej Dach
7c70dc4dc3
Only update combo information when any changes happened 2025-01-08 10:28:06 +01:00
Dean Herbert
f216c22806
Merge pull request #31445 from bdach/reset-speed-on-test-play
Reset playback speed to 100% on entering test play
2025-01-08 16:16:28 +09:00
Bartłomiej Dach
d9f0f0d729
Merge branch 'master' into editor-storyboard-display-2 2025-01-08 08:12:55 +01:00
Bartłomiej Dach
5431a08b35
Merge pull request #31435 from peppy/star-range-display-quality
Fix star range display looking a bit bad when changing opacity
2025-01-07 14:58:00 +01:00
Bartłomiej Dach
c93b87583a
Force new combo on objects succeeding a break
No issue thread for this again. Reported internally on discord:
https://discord.com/channels/90072389919997952/1259818301517725707/1320420768814727229

Placing this logic in the beatmap processor, as a post-processing step,
means that the new combo force won't be visible until a placement has
been committed. That can be seen as subpar, but I tried putting this
logic in the placement and it sucked anyway:

- While the combo number was correct, the colour looked off, because it
  would use the same combo colour as the already-placed objects after
  said break, which would only cycle to the next, correct one on
  placement

- Not all scenarios can be handled in the placement. Refer to one of the
  test cases added in the preceding commit, wherein two objects are
  placed far apart from each other, and an automated break is inserted
  between them - the placement has no practical way of knowing whether
  it's going to have a break inserted automatically before it or not.
2025-01-07 14:06:23 +01:00
Bartłomiej Dach
98bb723438
Do not expose track directly in EditorClock
Intends to stop people from mutating it directly, and going through
`EditorClock` members like `AudioAdjustments` instead.
2025-01-07 11:40:18 +01:00
Bartłomiej Dach
275e8ce7b7
Remove unused protected field 2025-01-07 11:26:08 +01:00
Bartłomiej Dach
a5036cd092
Re-route editor tempo adjustment via EditorClock and remove it on gameplay test 2025-01-07 11:25:00 +01:00