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Hit Error Meter doesn't fade out while spinning #25293

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CofiPRT opened this issue Oct 29, 2023 · 6 comments
Open

Hit Error Meter doesn't fade out while spinning #25293

CofiPRT opened this issue Oct 29, 2023 · 6 comments

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@CofiPRT
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CofiPRT commented Oct 29, 2023

Type

Cosmetic

Bug description

On Stable, the (singleton) Hit Error Meter fades out when a Spinner or a succession of Spinners appears, and then fades back in after that succession.

As per my attached video, this is not the case for Lazer.

I do believe this has to do with the fact that Lazer can now have multiple Hit Error Meters present on the HUD.

The issue may just be fixed by making all Hit Error Meters disappear during spinning, or maybe adding a menu Option for that. But I also have a suggestion along with this.
This is what a BarHitErrorMetter looks like in my skin's MainHUDComponents.json.

{
  "Type": "osu.Game.Screens.Play.HUD.HitErrorMeters.BarHitErrorMeter, osu.Game, Version=2023.1026.0.0, Culture=neutral, PublicKeyToken=null",
  "Position": {
    "x": 0.0048217773,
    "y": -18.28872
  },
  "Rotation": -90.0,
  "Scale": {
    "x": 1.0,
    "y": 1.0
  },
  "Anchor": 20,
  "Origin": 10,
  "UsesFixedAnchor": false,
  "Settings": {
    "judgement_line_thickness": 4.0,
    "colour_bar_visibility": true,
    "show_moving_average": true,
    "centre_marker_style": 1,
    "label_style": 1,
    "hide_during_spin": true // my idea
  },
  "Children": []
}

I was thinking this might work via a hide_during_spin option in its Settings field.

So far, this is just feature parity with Stable, but this setting might work for a lot of other HUD elements. For example, on Lazer I like to keep my accuracy display right above the error meter, as you can see in the attached video. Having the possibility to add hide_during_spin to both of them would look neat.

Screenshots or videos

Untitled.mp4

Version

2023.1026.0-lazer

Logs

runtime.log
updater.log
database.log
input.log
legacy-ipc.log
performance.log

@peppy peppy changed the title [Lazer] [Feature Parity] [Skinning] Hit Error Meter doesn't fade out while spinning Hit Error Meter doesn't fade out while spinning Oct 29, 2023
@bdach
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bdach commented Oct 30, 2023

I don't know how this is going to be brought back - if it's going to be - but it sure as hell isn't going to rely on "spin" explicitly in any capacity.

Likely something like "if nearest object has empty hitwindows then hide" if anything. Dunno.

@peppy
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peppy commented Oct 30, 2023

The fade out on stable was to avoid the collision of RPM counter with it, for what that's worth. We could consider only adding this behaviour back for legacy skins if that makes it any easier to swallow.

@bdach
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bdach commented Oct 30, 2023

I mean even if wanting to scope this down to spinners on legacy skins the cross-component interactions are going to suck due to the way our projects are structured (hit error meter and LegacySkin both don't know anything about the ruleset).

@peppy
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peppy commented Oct 30, 2023

Using hit windows seems like a good direction either way. Could be exposed as a setting on the skinnable component.

@Dimmitsaras
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For what its worth I always disliked having the hit error bar disappear while spinners are active, it's downtime I could use to have peek at it

@peppy
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peppy commented Oct 31, 2023

For what its worth I always disliked having the hit error bar disappear while spinners are active, it's downtime I could use to have peek at it

For this reason, we'll definitely make it a setting.

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