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Commit Graph

39 Commits

Author SHA1 Message Date
AbstractQbit
f0439ef50b Remove unnecessary AllowTrackAdjustments overrides, add true to SongSelect 2021-09-15 13:12:57 +03:00
AbstractQbit
b9193aae6d Make IOsuScreen.AllowTrackAdjustments nullable
Allows for inheriting value from the previous screen if undefined
2021-09-14 17:37:57 +03:00
Dean Herbert
caf7ef6519 Add missing screen level mod application settings for some screens
Closes #7480. But based on discussion in there this solution may change.
2021-09-13 15:00:34 +09:00
smoogipoo
b1a732b9b7 Remove selectedRoom from OnlinePlayScreen 2021-08-20 21:28:48 +09:00
smoogipoo
3d96da84e6 Set a default background 2021-08-20 17:05:46 +09:00
smoogipoo
8524937c82 Move screenstack up a level 2021-08-20 17:02:55 +09:00
smoogipoo
44e157447c Initial rework of backgrounds 2021-08-19 19:10:54 +09:00
smoogipoo
023f3fb70e Use BackgroundScreen for multiplayer backgrounds 2021-08-19 18:19:31 +09:00
smoogipoo
352949069a Move filter to LoungeSubScreen 2021-08-17 09:36:43 +09:00
smoogipoo
6320768a67 Merge branch 'master' into multi-polling-request-refactor 2021-08-17 08:44:56 +09:00
Dean Herbert
d35886ef19 Reduce frame buffer render scale for blurred background 2021-08-16 11:03:49 +09:00
Dean Herbert
e8e387b549 Cache buffered background to fix multiplayer lounge performance
Consider this a request for comment. It's the cleanest solution I can
come up with without dropping either the blur, or use of
`ModelBackedDrawable`.

Intended to resolve https://github.com/ppy/osu/issues/14276.
2021-08-16 08:04:54 +09:00
smoogipoo
8910781bcd Move listing polling component to LoungeSubScreen 2021-08-13 17:39:09 +09:00
Dean Herbert
3b6a8a2bae Rename background sprite and reduce load delay 2021-08-13 15:25:00 +09:00
Dean Herbert
8249ce7988
Merge branch 'master' into multiplayer-header-redesign 2021-08-12 21:00:46 +09:00
smoogipoo
03351cf434 Add blur to background 2021-08-12 20:01:53 +09:00
Dean Herbert
512382987e Add colour provider for multiplayer usage 2021-08-12 19:47:26 +09:00
smoogipoo
ab7bd1df9d Use full-screen background 2021-08-12 19:27:06 +09:00
smoogipoo
3b7aa262d5 Make header overlap content 2021-08-12 16:52:35 +09:00
smoogipoo
50f6632051 Fix duplicate RoomManager 2021-08-03 20:38:50 +09:00
smoogipoo
1b6b7ce343 Merge branch 'master' into lounge-redesign 2021-08-03 20:02:31 +09:00
Dean Herbert
ec3ce57bb9 Fix song select background not showing in multiplayer/playlists
The screen was now being loaded against incorrect dependencies. I'm not
sure why I thought it wasn't possible to just do the `Push` in
`LoadComplete` as it seems to work without issue this time...

Closes #13974.
2021-07-22 14:33:08 +09:00
Dan Balasescu
15127f972e
Merge branch 'master' into fix-online-play-sub-screens-not-async-loaded 2021-07-20 18:47:41 +09:00
Dean Herbert
d87ea741ed Fix OnlinePlayScreen sub-screens not loaded asynchronously 2021-07-20 16:38:39 +09:00
Dean Herbert
fe414b942f Ensure online play subscreen is loaded before forwarding OnExiting
Closes https://github.com/ppy/osu-framework/issues/4619 (actually not a
framework issue; the framework correctly guards against this scenario,
see
4e29504384/osu.Framework/Screens/ScreenStack.cs (L277)).

Added the assertions to be very explicit about the nested stack's state
at this point. Both of those events can only be triggered if the stack
has a loaded screen (as far as I can tell), making this check
unnecessary in those cases.
2021-07-20 15:51:34 +09:00
smoogipoo
dfe7cc40a9 Move create room button into the lounge 2021-07-14 18:55:01 +09:00
Joseph Madamba
00b4cf1829 Handle sub screen OnExiting logic on main screen 2021-06-21 20:20:43 -07:00
smoogipoo
ab9290772b Fix a similar case with online play sub-screens 2021-06-08 17:54:54 +09:00
Dean Herbert
362e4802f7 Add the ability for PerformFromMenuRunner to inspect nested screen stacks 2021-02-19 17:58:04 +09:00
Bartłomiej Dach
8c3955d341 Improve safety of ongoing operation tracker
Finishing an operation started via
`OngoingOperationTracker.BeginOperation()` was risky in cases where the
operation ended at a callback on another thread (which, in the case of
multiplayer, is *most* cases). In particular, if any consumer registered
a callback that mutates transforms when the operation ends, it would
result in crashes after the framework-side safety checks.

Rework `OngoingOperationTracker` into an always-present component
residing in the drawable hierarchy, and ensure that the
`operationInProgress` bindable is always updated on the update thread.
This way consumers don't have to add local schedules in multiple places.
2021-01-09 22:45:24 +01:00
Dean Herbert
deb1ad7bca
Merge branch 'master' into disable-repeat-multi-actions 2021-01-04 23:38:29 +09:00
Dean Herbert
906a9b79b5 Show an error when forcefully exiting online play due to API failure 2020-12-29 16:47:36 +09:00
Bartłomiej Dach
db52255bbe Adjust tracker usages to match new API 2020-12-29 08:20:43 +01:00
Bartłomiej Dach
af66e45311 Disable create room button after triggering join 2020-12-28 22:48:03 +01:00
Bartłomiej Dach
ed4b8482b6 Rename {Multiplayer -> OnlinePlay}Composite 2020-12-25 18:07:34 +01:00
Bartłomiej Dach
4c43a67b68 Rename I{Multiplayer -> OnlinePlay}SubScreen 2020-12-25 18:07:34 +01:00
Bartłomiej Dach
e5064ee930 Rename {Multiplayer -> OnlinePlay}SubScreen 2020-12-25 17:02:35 +01:00
Bartłomiej Dach
eb0f125fef Rename {Multiplayer -> OnlinePlay}SubScreenStack 2020-12-25 17:00:31 +01:00
Bartłomiej Dach
4caf75850b Rename {Multiplayer -> OnlinePlay}Screen 2020-12-25 17:00:00 +01:00