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https://github.com/ppy/osu
synced 2024-12-14 19:06:07 +00:00
Merge branch 'editor-clock-cache' into editor-clock-transform
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commit
decdc58de5
@ -162,8 +162,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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if (ControlPoint == slider.Path.ControlPoints[0])
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{
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// Special handling for the head control point - the position of the slider changes which means the snapped position and time have to be taken into account
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.MousePosition);
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Vector2 movementDelta = (result?.ScreenSpacePosition ?? e.MousePosition) - slider.Position;
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var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition);
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Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? e.ScreenSpaceMousePosition) - slider.Position;
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slider.Position += movementDelta;
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slider.StartTime = result?.Time ?? slider.StartTime;
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@ -34,7 +34,7 @@ namespace osu.Game.Beatmaps
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/// <summary>
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/// Handles the storage and retrieval of Beatmaps/WorkingBeatmaps.
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/// </summary>
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public partial class BeatmapManager : DownloadableArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>
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public partial class BeatmapManager : DownloadableArchiveModelManager<BeatmapSetInfo, BeatmapSetFileInfo>, IDisposable
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{
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/// <summary>
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/// Fired when a single difficulty has been hidden.
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@ -433,6 +433,11 @@ namespace osu.Game.Beatmaps
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return endTime - startTime;
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}
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public void Dispose()
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{
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onlineLookupQueue?.Dispose();
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}
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/// <summary>
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/// A dummy WorkingBeatmap for the purpose of retrieving a beatmap for star difficulty calculation.
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/// </summary>
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@ -23,7 +23,7 @@ namespace osu.Game.Beatmaps
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{
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public partial class BeatmapManager
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{
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private class BeatmapOnlineLookupQueue
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private class BeatmapOnlineLookupQueue : IDisposable
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{
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private readonly IAPIProvider api;
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private readonly Storage storage;
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@ -180,6 +180,11 @@ namespace osu.Game.Beatmaps
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return false;
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}
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public void Dispose()
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{
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cacheDownloadRequest?.Dispose();
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}
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[Serializable]
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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private class CachedOnlineBeatmapLookup
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@ -337,6 +337,7 @@ namespace osu.Game
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{
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base.Dispose(isDisposing);
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RulesetStore?.Dispose();
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BeatmapManager?.Dispose();
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contextFactory.FlushConnections();
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}
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@ -63,9 +63,7 @@ namespace osu.Game.Rulesets.Edit
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/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
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protected void BeginPlacement(bool commitStart = false)
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{
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// applies snapping to above time
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placementHandler.BeginPlacement(HitObject);
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PlacementActive |= commitStart;
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}
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@ -180,8 +180,8 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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[Resolved]
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private IBeatSnapProvider beatSnapProvider { get; set; }
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 position) =>
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new SnapResult(position, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(position))));
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public SnapResult SnapScreenSpacePositionToValidTime(Vector2 screenSpacePosition) =>
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new SnapResult(screenSpacePosition, beatSnapProvider.SnapTime(getTimeFromPosition(Content.ToLocalSpace(screenSpacePosition))));
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private double getTimeFromPosition(Vector2 localPosition) =>
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(localPosition.X / Content.DrawWidth) * track.Length;
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@ -282,7 +282,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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case IHasRepeats repeatHitObject:
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// find the number of repeats which can fit in the requested time.
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var lengthOfOneRepeat = repeatHitObject.Duration / (repeatHitObject.RepeatCount + 1);
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var proposedCount = Math.Max(0, (int)((time - hitObject.StartTime) / lengthOfOneRepeat) - 1);
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var proposedCount = Math.Max(0, (int)Math.Round((time - hitObject.StartTime) / lengthOfOneRepeat) - 1);
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if (proposedCount == repeatHitObject.RepeatCount)
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return;
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