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Merge branch 'master' into editor-fix-beat-snapping-new-beatmap
This commit is contained in:
@ -25,6 +25,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[Resolved]
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private BindableBeatDivisor beatDivisor { get; set; }
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[Resolved(CanBeNull = true)]
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private IEditorChangeHandler changeHandler { get; set; }
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[Resolved]
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private OsuColour colours { get; set; }
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@ -38,7 +41,16 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[BackgroundDependencyLoader]
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private void load()
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{
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beatDivisor.BindValueChanged(_ => tickCache.Invalidate());
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beatDivisor.BindValueChanged(_ => invalidateTicks());
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if (changeHandler != null)
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// currently this is the best way to handle any kind of timing changes.
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changeHandler.OnStateChange += invalidateTicks;
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}
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private void invalidateTicks()
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{
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tickCache.Invalidate();
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}
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/// <summary>
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@ -165,5 +177,13 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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return point;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (changeHandler != null)
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changeHandler.OnStateChange -= invalidateTicks;
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}
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}
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}
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@ -37,8 +37,8 @@ namespace osu.Game.Screens.Edit.Setup
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Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize)
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{
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Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
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MinValue = 2,
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MaxValue = 7,
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MinValue = 0,
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MaxValue = 10,
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Precision = 0.1f,
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}
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},
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@ -9,7 +9,6 @@ using osu.Framework.Extensions.IEnumerableExtensions;
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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.Configuration;
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using osu.Game.Input.Bindings;
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using osu.Game.Overlays;
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@ -19,7 +18,6 @@ using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play.HUD;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Play
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{
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@ -181,7 +179,7 @@ namespace osu.Game.Screens.Play
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notificationOverlay?.Post(new SimpleNotification
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{
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Text = @"The score overlay is currently disabled. You can toggle this by pressing Shift+Tab."
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Text = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}."
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});
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}
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@ -273,37 +271,6 @@ namespace osu.Game.Screens.Play
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Progress.BindDrawableRuleset(drawableRuleset);
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Repeat) return false;
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if (e.ShiftPressed)
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{
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switch (e.Key)
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{
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case Key.Tab:
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switch (configVisibilityMode.Value)
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{
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case HUDVisibilityMode.Never:
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configVisibilityMode.Value = HUDVisibilityMode.HideDuringGameplay;
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break;
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case HUDVisibilityMode.HideDuringGameplay:
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configVisibilityMode.Value = HUDVisibilityMode.Always;
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break;
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case HUDVisibilityMode.Always:
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configVisibilityMode.Value = HUDVisibilityMode.Never;
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break;
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}
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return true;
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}
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}
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return base.OnKeyDown(e);
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}
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protected virtual SkinnableAccuracyCounter CreateAccuracyCounter() => new SkinnableAccuracyCounter();
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protected virtual SkinnableScoreCounter CreateScoreCounter() => new SkinnableScoreCounter();
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@ -377,6 +344,24 @@ namespace osu.Game.Screens.Play
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holdingForHUD = true;
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updateVisibility();
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return true;
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case GlobalAction.ToggleInGameInterface:
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switch (configVisibilityMode.Value)
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{
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case HUDVisibilityMode.Never:
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configVisibilityMode.Value = HUDVisibilityMode.HideDuringGameplay;
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break;
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case HUDVisibilityMode.HideDuringGameplay:
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configVisibilityMode.Value = HUDVisibilityMode.Always;
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break;
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case HUDVisibilityMode.Always:
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configVisibilityMode.Value = HUDVisibilityMode.Never;
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break;
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}
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return true;
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}
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return false;
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@ -376,7 +376,7 @@ namespace osu.Game.Screens.Select
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if (selectionChangedDebounce?.Completed == false)
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{
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selectionChangedDebounce.RunTask();
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selectionChangedDebounce.Cancel(); // cancel the already scheduled task.
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selectionChangedDebounce?.Cancel(); // cancel the already scheduled task.
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selectionChangedDebounce = null;
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}
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@ -465,19 +465,30 @@ namespace osu.Game.Screens.Select
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void run()
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{
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// clear pending task immediately to track any potential nested debounce operation.
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selectionChangedDebounce = null;
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Logger.Log($"updating selection with beatmap:{beatmap?.ID.ToString() ?? "null"} ruleset:{ruleset?.ID.ToString() ?? "null"}");
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if (transferRulesetValue())
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{
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Mods.Value = Array.Empty<Mod>();
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// transferRulesetValue() may trigger a refilter. If the current selection does not match the new ruleset, we want to switch away from it.
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// transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it.
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// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
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// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).
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if (beatmap != null && !Carousel.SelectBeatmap(beatmap, false))
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beatmap = null;
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}
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if (selectionChangedDebounce != null)
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{
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// a new nested operation was started; switch to it for further selection.
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// this avoids having two separate debounces trigger from the same source.
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selectionChangedDebounce.RunTask();
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return;
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}
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// We may be arriving here due to another component changing the bindable Beatmap.
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// In these cases, the other component has already loaded the beatmap, so we don't need to do so again.
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if (!EqualityComparer<BeatmapInfo>.Default.Equals(beatmap, Beatmap.Value.BeatmapInfo))
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