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https://github.com/ppy/osu
synced 2024-12-17 04:15:37 +00:00
Merge branch 'master' into fix-mod-select
This commit is contained in:
commit
b898226a91
@ -1 +1 @@
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Subproject commit 9a773e62eb246206b918ba4fccf9f2507aaa4595
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Subproject commit 500a791577979669e47eece699d5bd8b9068ee4b
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@ -4,6 +4,7 @@
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using System;
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using System.IO;
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using System.Linq;
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using System.Runtime;
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using osu.Framework;
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using osu.Framework.Platform;
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using osu.Game.IPC;
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@ -15,6 +16,9 @@ namespace osu.Desktop
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[STAThread]
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public static int Main(string[] args)
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{
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if (!RuntimeInfo.IsMono)
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useMulticoreJit();
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// Back up the cwd before DesktopGameHost changes it
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var cwd = Environment.CurrentDirectory;
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@ -44,8 +48,16 @@ namespace osu.Desktop
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break;
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}
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}
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return 0;
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}
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}
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private static void useMulticoreJit()
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{
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var directory = Directory.CreateDirectory(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Profiles"));
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ProfileOptimization.SetProfileRoot(directory.FullName);
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ProfileOptimization.StartProfile("Startup.Profile");
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}
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}
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}
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@ -207,6 +207,12 @@ namespace osu.Game.Tests.Visual
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checkVisibleItemCount(true, 0);
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AddAssert("Selection is null", () => currentSelection == null);
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advanceSelection(true);
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AddAssert("Selection is null", () => currentSelection == null);
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advanceSelection(false);
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AddAssert("Selection is null", () => currentSelection == null);
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AddStep("Un-filter", () => carousel.Filter(new FilterCriteria(), false));
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AddAssert("Selection is non-null", () => currentSelection != null);
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@ -8,6 +8,7 @@ using OpenTK;
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using osu.Framework.Allocation;
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using osu.Game.Configuration;
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using osu.Framework.Configuration;
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using osu.Framework.MathUtils;
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namespace osu.Game.Graphics.Containers
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{
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@ -61,8 +62,9 @@ namespace osu.Game.Graphics.Containers
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if (parallaxEnabled)
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{
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Vector2 offset = input.CurrentState.Mouse == null ? Vector2.Zero : ToLocalSpace(input.CurrentState.Mouse.NativeState.Position) - DrawSize / 2;
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content.MoveTo(offset * ParallaxAmount, firstUpdate ? 0 : 1000, Easing.OutQuint);
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Vector2 offset = (input.CurrentState.Mouse == null ? Vector2.Zero : ToLocalSpace(input.CurrentState.Mouse.NativeState.Position) - DrawSize / 2) * ParallaxAmount;
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content.Position = Interpolation.ValueAt(Clock.ElapsedFrameTime, content.Position, offset, 0, 1000, Easing.OutQuint);
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content.Scale = new Vector2(1 + ParallaxAmount);
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}
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@ -109,7 +109,7 @@ namespace osu.Game.Screens.Play
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{
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var xFill = value * UsableWidth;
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fill.Width = xFill;
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handleBase.MoveToX(xFill);
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handleBase.X = xFill;
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}
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protected override void OnUserChange() => OnSeek?.Invoke(Current);
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@ -192,7 +192,9 @@ namespace osu.Game.Screens.Select
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/// <param name="skipDifficulties">Whether to skip individual difficulties and only increment over full groups.</param>
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public void SelectNext(int direction = 1, bool skipDifficulties = true)
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{
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if (!Items.Any())
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var visibleItems = Items.Where(s => !s.Item.Filtered).ToList();
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if (!visibleItems.Any())
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return;
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DrawableCarouselItem drawable = null;
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@ -202,15 +204,15 @@ namespace osu.Game.Screens.Select
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// we can fix this by changing this method to not reference drawables / Items in the first place.
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return;
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int originalIndex = Items.IndexOf(drawable);
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int originalIndex = visibleItems.IndexOf(drawable);
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int currentIndex = originalIndex;
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// local function to increment the index in the required direction, wrapping over extremities.
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int incrementIndex() => currentIndex = (currentIndex + direction + Items.Count) % Items.Count;
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int incrementIndex() => currentIndex = (currentIndex + direction + visibleItems.Count) % visibleItems.Count;
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while (incrementIndex() != originalIndex)
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{
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var item = Items[currentIndex].Item;
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var item = visibleItems[currentIndex].Item;
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if (item.Filtered || item.State == CarouselItemState.Selected) continue;
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@ -407,12 +409,14 @@ namespace osu.Game.Screens.Select
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continue;
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}
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float depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0);
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// Only add if we're not already part of the content.
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if (!scrollableContent.Contains(item))
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{
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// Makes sure headers are always _below_ items,
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// and depth flows downward.
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item.Depth = i + (item is DrawableCarouselBeatmapSet ? -Items.Count : 0);
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item.Depth = depth;
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switch (item.LoadState)
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{
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@ -426,6 +430,10 @@ namespace osu.Game.Screens.Select
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break;
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}
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}
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else
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{
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scrollableContent.ChangeChildDepth(item, depth);
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}
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}
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// this is not actually useful right now, but once we have groups may well be.
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