Commit Graph

486 Commits

Author SHA1 Message Date
b29209d13f Ensure tool is always set back to select tool when beatmap becomes untimed 2021-07-19 17:08:40 +09:00
bde35d9f21 Rename radio button classes to be local to editor 2021-07-19 16:57:12 +09:00
eac9b1ec7e Disable toolbox composition buttons when beatmap is not timed 2021-07-17 02:30:13 +09:00
3a5912e35e Add new checks to verifiers 2021-07-13 10:53:25 +02:00
6da2a3d51f Add zero-length objects check and tests 2021-07-13 10:50:11 +02:00
663ffae42f Fix hit object selection blueprint potential null reference 2021-07-08 14:19:00 +09:00
9f9e96ce9e Add check for spanDuration <= 0 prior to division 2021-06-27 15:40:09 +02:00
a4a5325b73 Improve acceptable difference for repeat edges
Likelihood that `spanDuration` is greater than E+7 is quite low in any realistic case, so this should work fine.
2021-06-27 15:39:31 +02:00
4cfa0ae5ec Improve precision for repeat edges 2021-06-27 03:26:35 +02:00
2cd7eda3c4 Add "or equal to" to volume threshold xmldocs 2021-06-27 02:30:12 +02:00
0c0fd291d9 Order hitobjects by endtime 2021-06-27 01:25:03 +02:00
4796b1b208 Use local variables for hasHitsound & couldHaveHitsound 2021-06-27 00:04:30 +02:00
5bc08ebadb Rename hasHitsounds -> mapHasHitsounds 2021-06-26 23:49:25 +02:00
d29e6f4695 Add negligible template to PossibleTemplates 2021-06-26 23:49:06 +02:00
1913084342 Use HitSampleInfo.AllAdditions instead of new list 2021-06-26 23:48:28 +02:00
f78cc9397e Factor out edge type logic 2021-06-26 20:45:31 +02:00
51147405c5 Make || and && priority explicit 2021-06-26 20:44:39 +02:00
4b436b774d Add few hitsounds check 2021-06-26 19:20:46 +02:00
d8117fa730 Add muted objects check 2021-06-26 19:20:34 +02:00
9dcd0bf311 Remove IPlayfieldProvider by caching Playfield 2021-06-17 10:15:24 +09:00
ef96ceb4ab Introduce IPlayfieldProvider 2021-06-15 14:43:04 +09:00
8a76d97b63 Remove replay logic from DrawableRuleset (and implement in DrawableEditorRulesetWrapper) 2021-06-02 11:06:30 +09:00
bbfd7ea23f Ensure RegenerateAutoplay is only run once per frame 2021-05-23 21:20:08 +09:00
6c4709e7b4 Fix PlacementBlueprint using the wrong beatmap when applying defaults
Closes #12855.
2021-05-19 18:34:07 +09:00
a96603f025 Merge pull request #12782 from smoogipoo/rework-hitobject-blueprints
Rename hitobject blueprints and tie them to HitObjects
2021-05-18 16:30:58 +09:00
882d54a8f8 Remove now unnecessary Apply() method 2021-05-18 14:26:26 +09:00
e621cfc4ea Add Apply() method for applying new DHOs 2021-05-18 14:14:10 +09:00
f1f3606fd0 Fix unresolved xmldocs 2021-05-18 13:11:58 +09:00
9d423245d8 Fix up xmldocs
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2021-05-18 13:02:23 +09:00
fcb226bd20 Add local variable for regular access to HitObjects 2021-05-14 16:23:45 +09:00
a447f20095 Fix formatting of #nullable enable 2021-05-14 03:38:35 +02:00
90e0b3374e Add #nullable enable
Co-authored-by: Dean Herbert <pe@ppy.sh>
2021-05-14 03:34:50 +02:00
ffb6135a1b Rework hitobject blueprints to take in hitobject models 2021-05-13 19:53:32 +09:00
19800f5f7f Move IBeatmap arg into context 2021-05-13 11:24:22 +02:00
b37cb3bdbe Change interpreted difficulty from bindable to regular value
There's no reason for why checks would need this to be bindable. A 1-directional binding is more appropriate.
2021-05-13 09:00:30 +02:00
b7bc42e0d3 Rename "playableBeatmap" check arg to "beatmap"
The working beatmap is now in the context, so it's easier to distinguish beatmap type, hence no need for this prefix.
2021-05-12 02:34:16 +02:00
64d96b06a6 Add interpreted difficulty info to BeatmapVerifierContext
Enables checks to make use of the difficulty level as shown in the settings UI.
2021-05-12 02:30:21 +02:00
c13b93e6f1 Replace IWorkingBeatmap arg with BeatmapVerifierContext in checks
This simplifies passing of contextual information by enabling addition without needing to refactor lots of classes.

See next commit for example.
2021-05-12 02:29:18 +02:00
75adec57eb Remove negligible default hidden TODO 2021-05-12 01:31:16 +02:00
b145f46a0a Merge branch 'master' into skin-components-list 2021-04-30 21:10:55 +03:00
e6eea73b8b Merge branch 'master' into basic-compose-checks 2021-04-30 23:41:46 +09:00
a1e64f4e3c Use the existing toolbox design 2021-04-30 14:41:06 +09:00
9c62c90cfc Refactor SelectionBlueprint and MoveSelectionEvent to work in screen-space coordinates
Until now, the implementation of the overrides in `SelectionBlueprint`
have been confusing to the point where I would just implement by
trial-and-error (or copying from an existing implementation). This was
due to a combination of using "object" space coordinates
(ie. the thing the `Blueprint` is operating on) and screen-space coordinates.

This change switches all event related coordinates to screen-space,
which is how we already handle rotation/scale operations. With the
introduction of other editor types where the related objects are
drawables, this also makes a lot more sense.
2021-04-29 16:10:42 +09:00
f3c7694eeb Rename methods to match generally how these find-methods are named elsewhere 2021-04-28 16:57:52 +09:00
48d6c9ac4b Move snap/divisor helper methods to inside ControlPointInfo 2021-04-28 16:47:30 +09:00
200352b750 Rename unsnap check templates 2021-04-27 13:56:05 +02:00
7ec5ea1eb5 Remove hitobject terminology from base classes 2021-04-27 19:01:29 +09:00
dd3d8e5d03 Make SelectionHandler abstract to ensure things get implemented 2021-04-27 19:01:29 +09:00
f2e56bd306 Refactor editor selection/blueprint components to be generic 2021-04-27 19:01:29 +09:00
ec1c336b0a Fix a couple of inspections 2021-04-27 13:23:14 +09:00