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Merge branch 'master' into editor-context-menu-on-select
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@ -205,7 +205,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[BackgroundDependencyLoader]
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private void load()
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{
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foreach (var t in availableDivisors)
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foreach (int t in availableDivisors)
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{
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AddInternal(new Tick
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{
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@ -287,7 +287,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void handleMouseInput(Vector2 screenSpaceMousePosition)
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{
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// copied from SliderBar so we can do custom spacing logic.
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var xPosition = (ToLocalSpace(screenSpaceMousePosition).X - RangePadding) / UsableWidth;
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float xPosition = (ToLocalSpace(screenSpaceMousePosition).X - RangePadding) / UsableWidth;
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CurrentNumber.Value = availableDivisors.OrderBy(d => Math.Abs(getMappedPosition(d) - xPosition)).First();
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OnUserChange(Current.Value);
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@ -58,13 +58,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
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switch (args.Action)
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{
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case NotifyCollectionChangedAction.Add:
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foreach (var o in args.NewItems)
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foreach (object o in args.NewItems)
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SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Select();
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break;
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case NotifyCollectionChangedAction.Remove:
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foreach (var o in args.OldItems)
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foreach (object o in args.OldItems)
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SelectionBlueprints.FirstOrDefault(b => b.Item == o)?.Deselect();
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break;
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@ -477,7 +477,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (snapProvider != null)
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{
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// check for positional snap for every object in selection (for things like object-object snapping)
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for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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for (int i = 0; i < movementBlueprintOriginalPositions.Length; i++)
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{
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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@ -132,8 +132,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected ColourInfo GetColourForIndexFromPlacement(int placementIndex)
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{
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var timingPoint = beatmap.ControlPointInfo.TimingPointAt(StartTime);
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var beatLength = timingPoint.BeatLength / beatDivisor.Value;
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var beatIndex = (int)Math.Round((StartTime - timingPoint.Time) / beatLength);
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double beatLength = timingPoint.BeatLength / beatDivisor.Value;
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int beatIndex = (int)Math.Round((StartTime - timingPoint.Time) / beatLength);
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var colour = BindableBeatDivisor.GetColourFor(BindableBeatDivisor.GetDivisorForBeatIndex(beatIndex + placementIndex + 1, beatDivisor.Value), Colours);
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@ -55,7 +55,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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private void createStateBindables()
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{
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foreach (var sampleName in HitSampleInfo.AllAdditions)
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foreach (string sampleName in HitSampleInfo.AllAdditions)
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{
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var bindable = new Bindable<TernaryState>
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{
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@ -102,7 +102,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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SelectionNewComboState.Value = GetStateFromSelection(SelectedItems.OfType<IHasComboInformation>(), h => h.NewCombo);
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foreach (var (sampleName, bindable) in SelectionSampleStates)
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foreach ((string sampleName, var bindable) in SelectionSampleStates)
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{
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bindable.Value = GetStateFromSelection(SelectedItems, h => h.Samples.Any(s => s.Name == sampleName));
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}
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@ -176,7 +176,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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if (timeline != null)
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{
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var timelineQuad = timeline.ScreenSpaceDrawQuad;
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var mouseX = e.ScreenSpaceMousePosition.X;
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float mouseX = e.ScreenSpaceMousePosition.X;
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// scroll if in a drag and dragging outside visible extents
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if (mouseX > timelineQuad.TopRight.X)
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@ -397,7 +397,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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if (hitObject.DifficultyControlPoint == DifficultyControlPoint.DEFAULT)
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hitObject.DifficultyControlPoint = new DifficultyControlPoint();
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var newVelocity = hitObject.DifficultyControlPoint.SliderVelocity * (repeatHitObject.Duration / proposedDuration);
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double newVelocity = hitObject.DifficultyControlPoint.SliderVelocity * (repeatHitObject.Duration / proposedDuration);
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if (Precision.AlmostEquals(newVelocity, hitObject.DifficultyControlPoint.SliderVelocity))
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return;
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@ -408,8 +408,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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else
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{
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// find the number of repeats which can fit in the requested time.
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var lengthOfOneRepeat = repeatHitObject.Duration / (repeatHitObject.RepeatCount + 1);
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var proposedCount = Math.Max(0, (int)Math.Round(proposedDuration / lengthOfOneRepeat) - 1);
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double lengthOfOneRepeat = repeatHitObject.Duration / (repeatHitObject.RepeatCount + 1);
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int proposedCount = Math.Max(0, (int)Math.Round(proposedDuration / lengthOfOneRepeat) - 1);
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if (proposedCount == repeatHitObject.RepeatCount)
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return;
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@ -421,7 +421,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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break;
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case IHasDuration endTimeHitObject:
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var snappedTime = Math.Max(hitObject.StartTime, beatSnapProvider.SnapTime(time));
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double snappedTime = Math.Max(hitObject.StartTime, beatSnapProvider.SnapTime(time));
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if (endTimeHitObject.EndTime == snappedTime || Precision.AlmostEquals(snappedTime, hitObject.StartTime, beatmap.GetBeatLengthAtTime(snappedTime)))
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return;
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@ -104,10 +104,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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nextMinTick = null;
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nextMaxTick = null;
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for (var i = 0; i < beatmap.ControlPointInfo.TimingPoints.Count; i++)
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for (int i = 0; i < beatmap.ControlPointInfo.TimingPoints.Count; i++)
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{
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var point = beatmap.ControlPointInfo.TimingPoints[i];
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var until = i + 1 < beatmap.ControlPointInfo.TimingPoints.Count ? beatmap.ControlPointInfo.TimingPoints[i + 1].Time : working.Value.Track.Length;
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double until = i + 1 < beatmap.ControlPointInfo.TimingPoints.Count ? beatmap.ControlPointInfo.TimingPoints[i + 1].Time : working.Value.Track.Length;
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int beat = 0;
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@ -127,7 +127,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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int indexInBar = beat % ((int)point.TimeSignature * beatDivisor.Value);
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var divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
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int divisor = BindableBeatDivisor.GetDivisorForBeatIndex(beat, beatDivisor.Value);
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var colour = BindableBeatDivisor.GetColourFor(divisor, colours);
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// even though "bar lines" take up the full vertical space, we render them in two pieces because it allows for less anchor/origin churn.
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