Merge branch 'master' into multiplayer-disable-adaptive-speed

This commit is contained in:
Dean Herbert
2022-05-06 14:00:44 +09:00
committed by GitHub
47 changed files with 1215 additions and 155 deletions

View File

@ -486,7 +486,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
Vector2 originalPosition = movementBlueprintOriginalPositions[i];
var testPosition = originalPosition + distanceTravelled;
var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
var positionalResult = snapProvider.FindSnappedPosition(testPosition);
if (positionalResult.ScreenSpacePosition == testPosition) continue;
@ -505,7 +505,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
// Retrieve a snapped position.
var result = snapProvider?.SnapScreenSpacePositionToValidTime(movePosition);
var result = snapProvider?.FindSnappedPositionAndTime(movePosition);
if (result == null)
{

View File

@ -80,7 +80,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
Vector2 normalisedDirection = direction * new Vector2(1f / distance);
Vector2 snappedPosition = StartPosition + normalisedDirection * radialCount * radius;
return (snappedPosition, StartTime + SnapProvider.GetSnappedDurationFromDistance(ReferenceObject, (snappedPosition - StartPosition).Length));
return (snappedPosition, StartTime + SnapProvider.FindSnappedDuration(ReferenceObject, (snappedPosition - StartPosition).Length));
}
}
}

View File

@ -214,7 +214,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
private void updatePlacementPosition()
{
var snapResult = Composer.SnapScreenSpacePositionToValidTime(inputManager.CurrentState.Mouse.Position);
var snapResult = Composer.FindSnappedPositionAndTime(inputManager.CurrentState.Mouse.Position);
// if no time was found from positional snapping, we should still quantize to the beat.
snapResult.Time ??= Beatmap.SnapTime(EditorClock.CurrentTime, null);

View File

@ -19,7 +19,6 @@ using osuTK;
namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
[Cached(typeof(IPositionSnapProvider))]
[Cached]
public class Timeline : ZoomableScrollContainer, IPositionSnapProvider
{
@ -307,10 +306,10 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
/// </summary>
public double VisibleRange => track.Length / Zoom;
public SnapResult SnapScreenSpacePositionToValidPosition(Vector2 screenSpacePosition) =>
public SnapResult FindSnappedPosition(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, null);
public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
public SnapResult FindSnappedPositionAndTime(Vector2 screenSpacePosition) =>
new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
private double getTimeFromPosition(Vector2 localPosition) =>

View File

@ -382,7 +382,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
{
OnDragHandled?.Invoke(e);
if (timeline.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition).Time is double time)
if (timeline.FindSnappedPositionAndTime(e.ScreenSpaceMousePosition).Time is double time)
{
switch (hitObject)
{

View File

@ -1,10 +1,12 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Screens.Edit.Compose
{
[Cached]
public interface IPlacementHandler
{
/// <summary>

View File

@ -6,7 +6,10 @@ using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
using osu.Game.Online.Rooms;
using osuTK;
@ -15,7 +18,7 @@ namespace osu.Game.Screens.OnlinePlay
/// <summary>
/// A scrollable list which displays the <see cref="PlaylistItem"/>s in a <see cref="Room"/>.
/// </summary>
public class DrawableRoomPlaylist : OsuRearrangeableListContainer<PlaylistItem>
public class DrawableRoomPlaylist : OsuRearrangeableListContainer<PlaylistItem>, IKeyBindingHandler<GlobalAction>
{
/// <summary>
/// The currently-selected item. Selection is visually represented with a border.
@ -169,5 +172,78 @@ namespace osu.Game.Screens.OnlinePlay
});
protected virtual DrawableRoomPlaylistItem CreateDrawablePlaylistItem(PlaylistItem item) => new DrawableRoomPlaylistItem(item);
protected override void LoadComplete()
{
base.LoadComplete();
// schedules added as the properties may change value while the drawable items haven't been created yet.
SelectedItem.BindValueChanged(_ => Scheduler.AddOnce(scrollToSelection));
Items.BindCollectionChanged((_, __) => Scheduler.AddOnce(scrollToSelection), true);
}
private void scrollToSelection()
{
// SelectedItem and ItemMap/drawable items are managed separately,
// so if the item can't be unmapped to a drawable, don't try to scroll to it.
// best effort is made to not drop any updates, by subscribing to both sources.
if (SelectedItem.Value == null || !ItemMap.TryGetValue(SelectedItem.Value, out var drawableItem))
return;
// ScrollIntoView does not handle non-loaded items appropriately, delay scroll until the item finishes loading.
// see: https://github.com/ppy/osu-framework/issues/5158
if (!drawableItem.IsLoaded)
drawableItem.OnLoadComplete += _ => ScrollContainer.ScrollIntoView(drawableItem);
else
ScrollContainer.ScrollIntoView(drawableItem);
}
#region Key selection logic (shared with BeatmapCarousel and RoomsContainer)
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.SelectNext:
selectNext(1);
return true;
case GlobalAction.SelectPrevious:
selectNext(-1);
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
private void selectNext(int direction)
{
if (!AllowSelection)
return;
var visibleItems = ListContainer.AsEnumerable().Where(r => r.IsPresent);
PlaylistItem item;
if (SelectedItem.Value == null)
item = visibleItems.FirstOrDefault()?.Model;
else
{
if (direction < 0)
visibleItems = visibleItems.Reverse();
item = visibleItems.SkipWhile(r => r.Model != SelectedItem.Value).Skip(1).FirstOrDefault()?.Model;
}
// we already have a valid selection only change selection if we still have a room to switch to.
if (item != null)
SelectedItem.Value = item;
}
#endregion
}
}

View File

@ -139,7 +139,7 @@ namespace osu.Game.Screens.OnlinePlay.Lounge.Components
return base.OnClick(e);
}
#region Key selection logic (shared with BeatmapCarousel)
#region Key selection logic (shared with BeatmapCarousel and DrawableRoomPlaylist)
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{

View File

@ -604,34 +604,20 @@ namespace osu.Game.Screens.Select
public void ScrollToSelected(bool immediate = false) =>
pendingScrollOperation = immediate ? PendingScrollOperation.Immediate : PendingScrollOperation.Standard;
#region Key / button selection logic
protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.Left:
SelectNext(-1);
return true;
case Key.Right:
SelectNext();
return true;
}
return false;
}
#region Button selection logic
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.SelectNext:
SelectNext(1, false);
case GlobalAction.SelectNextGroup:
SelectNext(1, e.Action == GlobalAction.SelectNextGroup);
return true;
case GlobalAction.SelectPrevious:
SelectNext(-1, false);
case GlobalAction.SelectPreviousGroup:
SelectNext(-1, e.Action == GlobalAction.SelectPreviousGroup);
return true;
}