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Merge branch 'master' into multiplayer-disable-adaptive-speed
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@ -486,7 +486,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 originalPosition = movementBlueprintOriginalPositions[i];
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var testPosition = originalPosition + distanceTravelled;
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var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
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var positionalResult = snapProvider.FindSnappedPosition(testPosition);
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if (positionalResult.ScreenSpacePosition == testPosition) continue;
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@ -505,7 +505,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
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// Retrieve a snapped position.
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(movePosition);
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var result = snapProvider?.FindSnappedPositionAndTime(movePosition);
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if (result == null)
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{
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@ -80,7 +80,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Vector2 normalisedDirection = direction * new Vector2(1f / distance);
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Vector2 snappedPosition = StartPosition + normalisedDirection * radialCount * radius;
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return (snappedPosition, StartTime + SnapProvider.GetSnappedDurationFromDistance(ReferenceObject, (snappedPosition - StartPosition).Length));
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return (snappedPosition, StartTime + SnapProvider.FindSnappedDuration(ReferenceObject, (snappedPosition - StartPosition).Length));
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}
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}
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}
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@ -214,7 +214,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void updatePlacementPosition()
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{
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var snapResult = Composer.SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position);
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var snapResult = Composer.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position);
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// if no time was found from positional snapping, we should still quantize to the beat.
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snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);
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@ -19,7 +19,6 @@ using osuTK;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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[Cached(typeof(IPositionSnapProvider))]
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[Cached]
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public class Timeline : ZoomableScrollContainer, IPositionSnapProvider
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{
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@ -307,10 +306,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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/// </summary>
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public double VisibleRange => track.Length / Zoom;
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public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
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public SnapResult FindSnappedPosition(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, null);
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
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public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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private double getTimeFromPosition(Vector2 localPosition) =>
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@ -382,7 +382,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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OnDragHandled?.Invoke(e);
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if (timeline.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition).Time is double time)
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if (timeline.FindSnappedPositionAndTime(e.ScreenSpaceMousePosition).Time is double time)
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{
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switch (hitObject)
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{
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@ -1,10 +1,12 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Edit.Compose
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{
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[Cached]
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public interface IPlacementHandler
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{
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/// <summary>
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@ -6,7 +6,10 @@ using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.Rooms;
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using osuTK;
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@ -15,7 +18,7 @@ namespace osu.Game.Screens.OnlinePlay
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/// <summary>
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/// A scrollable list which displays the <see cref="PlaylistItem"/>s in a <see cref="Room"/>.
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/// </summary>
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public class DrawableRoomPlaylist : OsuRearrangeableListContainer<PlaylistItem>
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public class DrawableRoomPlaylist : OsuRearrangeableListContainer<PlaylistItem>, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// The currently-selected item. Selection is visually represented with a border.
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@ -169,5 +172,78 @@ namespace osu.Game.Screens.OnlinePlay
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});
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protected virtual DrawableRoomPlaylistItem CreateDrawablePlaylistItem(PlaylistItem item) => new DrawableRoomPlaylistItem(item);
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// schedules added as the properties may change value while the drawable items haven't been created yet.
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SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(scrollToSelection));
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Items.BindCollectionChanged((_, __) => Scheduler.AddOnce(scrollToSelection), true);
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}
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private void scrollToSelection()
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{
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// SelectedItem and ItemMap/drawable items are managed separately,
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// so if the item can't be unmapped to a drawable, don't try to scroll to it.
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// best effort is made to not drop any updates, by subscribing to both sources.
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if (SelectedItem.Value == null || !ItemMap.TryGetValue(SelectedItem.Value, out var drawableItem))
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return;
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// ScrollIntoView does not handle non-loaded items appropriately, delay scroll until the item finishes loading.
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// see: https://github.com/ppy/osu-framework/issues/5158
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if (!drawableItem.IsLoaded)
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drawableItem.OnLoadComplete += _ => ScrollContainer.ScrollIntoView(drawableItem);
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else
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ScrollContainer.ScrollIntoView(drawableItem);
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}
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#region Key selection logic (shared with BeatmapCarousel and RoomsContainer)
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.SelectNext:
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selectNext(1);
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return true;
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case GlobalAction.SelectPrevious:
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selectNext(-1);
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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private void selectNext(int direction)
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{
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if (!AllowSelection)
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return;
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var visibleItems = ListContainer.AsEnumerable().Where(r => r.IsPresent);
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PlaylistItem item;
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if (SelectedItem.Value == null)
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item = visibleItems.FirstOrDefault()?.Model;
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else
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{
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if (direction < 0)
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visibleItems = visibleItems.Reverse();
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item = visibleItems.SkipWhile(r => r.Model != SelectedItem.Value).Skip(1).FirstOrDefault()?.Model;
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}
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// we already have a valid selection only change selection if we still have a room to switch to.
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if (item != null)
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SelectedItem.Value = item;
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}
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#endregion
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}
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}
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@ -139,7 +139,7 @@ namespace osu.Game.Screens.OnlinePlay.Lounge.Components
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return base.OnClick(e);
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}
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#region Key selection logic (shared with BeatmapCarousel)
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#region Key selection logic (shared with BeatmapCarousel and DrawableRoomPlaylist)
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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@ -604,34 +604,20 @@ namespace osu.Game.Screens.Select
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public void ScrollToSelected(bool immediate = false) =>
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pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
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#region Key / button selection logic
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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SelectNext(-1);
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return true;
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case Key.Right:
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SelectNext();
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return true;
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}
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return false;
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}
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#region Button selection logic
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.SelectNext:
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SelectNext(1, false);
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case GlobalAction.SelectNextGroup:
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SelectNext(1, e.Action == GlobalAction.SelectNextGroup);
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return true;
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case GlobalAction.SelectPrevious:
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SelectNext(-1, false);
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case GlobalAction.SelectPreviousGroup:
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SelectNext(-1, e.Action == GlobalAction.SelectPreviousGroup);
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return true;
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}
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