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https://github.com/osukey/osukey.git
synced 2025-05-11 08:37:34 +09:00
Merge branch 'master' into accent-colour-properties
This commit is contained in:
commit
f872402fc4
@ -1 +1 @@
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Subproject commit 41e2a0a4304544fb67779c21cad1435c105982d5
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Subproject commit cc39713fbf9427aa53df91e27ecd09d15661089f
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@ -16,11 +16,9 @@
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<language>en-AU</language>
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<language>en-AU</language>
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</metadata>
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</metadata>
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<files>
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<files>
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<file src="*.exe" target="lib\net45\" exclude="**vshost**"/>
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<file src="**.exe" target="lib\net45\" exclude="**vshost**"/>
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<file src="*.dll" target="lib\net45\"/>
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<file src="**.dll" target="lib\net45\"/>
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<file src="*.config" target="lib\net45\"/>
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<file src="**.config" target="lib\net45\"/>
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<file src="x86\*.dll" target="lib\net45\x86\"/>
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<file src="x64\*.dll" target="lib\net45\x64\"/>
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</files>
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</files>
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</package>
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</package>
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@ -80,7 +80,6 @@ namespace osu.Game.Database
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var notification = new ProgressNotification
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var notification = new ProgressNotification
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{
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{
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Text = "Import is initialising...",
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Text = "Import is initialising...",
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CompletionText = "Import successful!",
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Progress = 0,
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Progress = 0,
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State = ProgressNotificationState.Active,
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State = ProgressNotificationState.Active,
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};
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};
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@ -89,7 +88,8 @@ namespace osu.Game.Database
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List<TModel> imported = new List<TModel>();
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List<TModel> imported = new List<TModel>();
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int i = 0;
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int current = 0;
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int errors = 0;
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foreach (string path in paths)
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foreach (string path in paths)
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{
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{
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if (notification.State == ProgressNotificationState.Cancelled)
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if (notification.State == ProgressNotificationState.Cancelled)
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@ -98,11 +98,11 @@ namespace osu.Game.Database
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try
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try
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{
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{
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notification.Text = $"Importing ({i} of {paths.Length})\n{Path.GetFileName(path)}";
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notification.Text = $"Importing ({++current} of {paths.Length})\n{Path.GetFileName(path)}";
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using (ArchiveReader reader = getReaderFrom(path))
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using (ArchiveReader reader = getReaderFrom(path))
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imported.Add(Import(reader));
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imported.Add(Import(reader));
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notification.Progress = (float)++i / paths.Length;
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notification.Progress = (float)current / paths.Length;
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// We may or may not want to delete the file depending on where it is stored.
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// We may or may not want to delete the file depending on where it is stored.
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// e.g. reconstructing/repairing database with items from default storage.
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// e.g. reconstructing/repairing database with items from default storage.
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@ -122,9 +122,11 @@ namespace osu.Game.Database
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{
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{
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e = e.InnerException ?? e;
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e = e.InnerException ?? e;
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Logger.Error(e, $@"Could not import ({Path.GetFileName(path)})");
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Logger.Error(e, $@"Could not import ({Path.GetFileName(path)})");
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errors++;
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}
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}
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}
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}
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notification.Text = errors > 0 ? $"Import complete with {errors} errors" : "Import successful!";
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notification.State = ProgressNotificationState.Completed;
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notification.State = ProgressNotificationState.Completed;
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}
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}
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@ -219,9 +221,11 @@ namespace osu.Game.Database
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// user requested abort
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// user requested abort
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return;
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return;
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notification.Text = $"Deleting ({i} of {items.Count})";
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notification.Text = $"Deleting ({++i} of {items.Count})";
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notification.Progress = (float)++i / items.Count;
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Delete(b);
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Delete(b);
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notification.Progress = (float)i / items.Count;
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}
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}
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}
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}
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@ -255,9 +259,11 @@ namespace osu.Game.Database
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// user requested abort
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// user requested abort
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return;
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return;
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notification.Text = $"Restoring ({i} of {items.Count})";
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notification.Text = $"Restoring ({++i} of {items.Count})";
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notification.Progress = (float)++i / items.Count;
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Undelete(item);
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Undelete(item);
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notification.Progress = (float)i / items.Count;
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}
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}
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}
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}
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@ -242,7 +242,7 @@ namespace osu.Game.Graphics.Backgrounds
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triangle,
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triangle,
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colourInfo,
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colourInfo,
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null,
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null,
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Shared.VertexBatch.Add,
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Shared.VertexBatch.AddAction,
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Vector2.Divide(localInflationAmount, size));
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Vector2.Divide(localInflationAmount, size));
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}
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}
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@ -211,7 +211,7 @@ namespace osu.Game.Screens.Menu
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rectangle,
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rectangle,
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colourInfo,
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colourInfo,
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null,
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null,
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Shared.VertexBatch.Add,
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Shared.VertexBatch.AddAction,
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//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
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//barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.
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Vector2.Divide(inflation, barSize.Yx));
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Vector2.Divide(inflation, barSize.Yx));
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}
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}
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@ -259,6 +259,8 @@ namespace osu.Game.Screens.Select
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private void workingBeatmapChanged(WorkingBeatmap beatmap)
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private void workingBeatmapChanged(WorkingBeatmap beatmap)
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{
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{
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if (beatmap is DummyWorkingBeatmap) return;
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if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
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if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
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// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
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// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
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if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)
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if (beatmap?.BeatmapInfo?.Ruleset != null && beatmap.BeatmapInfo.Ruleset != Ruleset.Value)
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