Merge branch 'master' into accent-colour-properties

This commit is contained in:
Dan Balasescu 2018-03-22 16:10:52 +09:00 committed by GitHub
commit f872402fc4
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6 changed files with 22 additions and 16 deletions

@ -1 +1 @@
Subproject commit 41e2a0a4304544fb67779c21cad1435c105982d5 Subproject commit cc39713fbf9427aa53df91e27ecd09d15661089f

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@ -16,11 +16,9 @@
<language>en-AU</language> <language>en-AU</language>
</metadata> </metadata>
<files> <files>
<file src="*.exe" target="lib\net45\" exclude="**vshost**"/> <file src="**.exe" target="lib\net45\" exclude="**vshost**"/>
<file src="*.dll" target="lib\net45\"/> <file src="**.dll" target="lib\net45\"/>
<file src="*.config" target="lib\net45\"/> <file src="**.config" target="lib\net45\"/>
<file src="x86\*.dll" target="lib\net45\x86\"/>
<file src="x64\*.dll" target="lib\net45\x64\"/>
</files> </files>
</package> </package>

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@ -80,7 +80,6 @@ namespace osu.Game.Database
var notification = new ProgressNotification var notification = new ProgressNotification
{ {
Text = "Import is initialising...", Text = "Import is initialising...",
CompletionText = "Import successful!",
Progress = 0, Progress = 0,
State = ProgressNotificationState.Active, State = ProgressNotificationState.Active,
}; };
@ -89,7 +88,8 @@ namespace osu.Game.Database
List<TModel> imported = new List<TModel>(); List<TModel> imported = new List<TModel>();
int i = 0; int current = 0;
int errors = 0;
foreach (string path in paths) foreach (string path in paths)
{ {
if (notification.State == ProgressNotificationState.Cancelled) if (notification.State == ProgressNotificationState.Cancelled)
@ -98,11 +98,11 @@ namespace osu.Game.Database
try try
{ {
notification.Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}"; notification.Text = $"Importing ({++current} of {paths.Length})\n{Path.GetFileName(path)}";
using (ArchiveReader reader = getReaderFrom(path)) using (ArchiveReader reader = getReaderFrom(path))
imported.Add(Import(reader)); imported.Add(Import(reader));
notification.Progress = (float)++i / paths.Length; notification.Progress = (float)current / paths.Length;
// We may or may not want to delete the file depending on where it is stored. // We may or may not want to delete the file depending on where it is stored.
// e.g. reconstructing/repairing database with items from default storage. // e.g. reconstructing/repairing database with items from default storage.
@ -122,9 +122,11 @@ namespace osu.Game.Database
{ {
e = e.InnerException ?? e; e = e.InnerException ?? e;
Logger.Error(e, $@"Could not import ({Path.GetFileName(path)})"); Logger.Error(e, $@"Could not import ({Path.GetFileName(path)})");
errors++;
} }
} }
notification.Text = errors > 0 ? $"Import complete with {errors} errors" : "Import successful!";
notification.State = ProgressNotificationState.Completed; notification.State = ProgressNotificationState.Completed;
} }
@ -219,9 +221,11 @@ namespace osu.Game.Database
// user requested abort // user requested abort
return; return;
notification.Text = $"Deleting ({i} of {items.Count})"; notification.Text = $"Deleting ({++i} of {items.Count})";
notification.Progress = (float)++i / items.Count;
Delete(b); Delete(b);
notification.Progress = (float)i / items.Count;
} }
} }
@ -255,9 +259,11 @@ namespace osu.Game.Database
// user requested abort // user requested abort
return; return;
notification.Text = $"Restoring ({i} of {items.Count})"; notification.Text = $"Restoring ({++i} of {items.Count})";
notification.Progress = (float)++i / items.Count;
Undelete(item); Undelete(item);
notification.Progress = (float)i / items.Count;
} }
} }

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@ -242,7 +242,7 @@ namespace osu.Game.Graphics.Backgrounds
triangle, triangle,
colourInfo, colourInfo,
null, null,
Shared.VertexBatch.Add, Shared.VertexBatch.AddAction,
Vector2.Divide(localInflationAmount, size)); Vector2.Divide(localInflationAmount, size));
} }

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@ -211,7 +211,7 @@ namespace osu.Game.Screens.Menu
rectangle, rectangle,
colourInfo, colourInfo,
null, null,
Shared.VertexBatch.Add, Shared.VertexBatch.AddAction,
//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that. //barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
Vector2.Divide(inflation, barSize.Yx)); Vector2.Divide(inflation, barSize.Yx));
} }

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@ -259,6 +259,8 @@ namespace osu.Game.Screens.Select
private void workingBeatmapChanged(WorkingBeatmap beatmap) private void workingBeatmapChanged(WorkingBeatmap beatmap)
{ {
if (beatmap is DummyWorkingBeatmap) return;
if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false)) if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch // If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value) if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)