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Merge remote-tracking branch 'origin/master' into fix-new-inspections
# Conflicts: # osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs # osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs # osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs # osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs # osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs # osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs # osu.Game/Graphics/OsuFont.cs # osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs # osu.Game/Overlays/Profile/Header/BadgeContainer.cs # osu.Game/Overlays/Profile/ProfileHeader.cs # osu.Game/Screens/Select/PlaySongSelect.cs # osu.Game/Skinning/LegacySkinDecoder.cs
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@ -94,13 +94,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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new DivisorButton
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{
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Icon = FontAwesome.ChevronLeft,
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Icon = FontAwesome.Solid.ChevronLeft,
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Action = beatDivisor.Previous
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},
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new DivisorText(beatDivisor),
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new DivisorButton
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{
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Icon = FontAwesome.ChevronRight,
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Icon = FontAwesome.Solid.ChevronRight,
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Action = beatDivisor.Next
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}
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},
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@ -121,6 +121,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// Handle a blueprint requesting selection.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="state">The input state at the point of selection.</param>
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internal void HandleSelectionRequested(SelectionBlueprint blueprint, InputState state)
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{
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if (state.Keyboard.ControlPressed)
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@ -166,8 +167,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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var topLeft = new Vector2(float.MaxValue, float.MaxValue);
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var bottomRight = new Vector2(float.MinValue, float.MinValue);
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bool hasSelection = false;
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foreach (var blueprint in selectedBlueprints)
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{
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topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft));
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@ -91,7 +91,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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RelativeSizeAxes = Axes.Y,
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Height = 0.5f,
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Icon = FontAwesome.SearchPlus,
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Icon = FontAwesome.Solid.SearchPlus,
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Action = () => changeZoom(1)
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},
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new TimelineButton
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@ -100,7 +100,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.Y,
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Height = 0.5f,
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Icon = FontAwesome.SearchMinus,
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Icon = FontAwesome.Solid.SearchMinus,
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Action = () => changeZoom(-1)
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},
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}
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@ -92,13 +92,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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protected override void Update()
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{
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base.Update();
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zoomedContent.Width = DrawWidth * currentZoom;
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}
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protected override bool OnScroll(ScrollEvent e)
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{
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if (e.IsPrecise)
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@ -138,7 +131,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private readonly float scrollOffset;
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/// <summary>
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/// Transforms <see cref="TimeTimelinem"/> to a new value.
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/// Transforms <see cref="ZoomableScrollContainer.currentZoom"/> to a new value.
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/// </summary>
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/// <param name="focusPoint">The focus point in absolute coordinates local to the content.</param>
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/// <param name="contentSize">The size of the content.</param>
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@ -169,6 +162,11 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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float targetOffset = expectedWidth * (focusPoint / contentSize) - focusOffset;
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d.currentZoom = newZoom;
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d.zoomedContent.Width = d.DrawWidth * d.currentZoom;
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// Temporarily here to make sure ScrollTo gets the correct DrawSize for scrollable area.
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// TODO: Make sure draw size gets invalidated properly on the framework side, and remove this once it is.
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d.Invalidate(Invalidation.DrawSize);
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d.ScrollTo(targetOffset, false);
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}
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