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Update various editor design language (and centre playfield / timeline) #24220
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… to match design
text.AddText("osu!", t => t.Font = OsuFont.TorusAlternate); | ||
text.AddText("editor", t => | ||
{ | ||
t.Font = OsuFont.TorusAlternate; | ||
t.Colour = colourProvider.Highlight1; | ||
}); |
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This header is also present in the skin editor which may be confusing. I would rename it to beatmap/skin editor
.
I also don't get why the prefixing of "osu!" in certain places is a thing (maybe just in the design mockups?). We had osu!news
in the website for a while and osu!chat
during the chat redesign PR before I renamed it in #18433 because of localisation.
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It's supposed to give emphasis to certain game areas or features. Think of it as visual flair, not helpful text that needs to be localised.
In this case, I'd argue the header here should not be localised if it is to remain at all. As in, it should either be present as osu!editor
on all languages, or be removed completely.
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So does this fall in the "Services and applications" listed in https://osu.ppy.sh/wiki/en/Brand_identity_guidelines#osu!? If so, it is a proper noun and shouldn't be localised.
And as a proper noun, osu!editor
can only be the beatmap editor or skin editor and not both. That is where my problem is.
I also feel like we are returning back to using osu!
prefixes (like osu!direct
but is now beatmap listing
).
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yeah well osu!direct is another point of contention. most people know it by this branding so we may actually return to it.
So, about the horizontal centering, time really is a flat circle... See #16327, then #23370. Now we're back at "if the window is narrow enough, the playfield is partially obscured by tool areas": And contrary to what we used to have at one point, collapsing the right toolboxes doesn't do much anymore, because they also take up width when collapsed. The above screenshot is 1280x1024, i.e. 4:3 ratio. While it is slowly going away, I imagine some people may still be using 4:3 screens. |
osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineArea.cs
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The thing about this is, even if the playfield is fully visible at these aspect ratios, mappers are going to complain about things like "I need to place slider control points outside of the visible area". I think a better solution is adding zoom support. May look at that next. |
I've fixed this zoom issue in a hopefully adequate way. |
Maybe we could fade or entirely hide the toolbars during placement or something. Not sure. Definitely not going to ask to address that in this pull, it's run its course already. |
Regressed with recent centering changes in ppy#24220
Regressed with recent centering changes in ppy#24220
I'm honestly not convinced that detail is important, stable isn't centered either. The specific feedback was that people wanted to see more of the timeline. |
I personally thought it looked a lot better. I do understand having more of the timeline visible, and I do think that is a good change. I personally think that having the red line centered over the playfield would still be a reasonable option, even if it does result in the timeline being asymmetrical. Either that or just move the snapping options down a bit. There seems to be plenty of room for the latter choice Stable has a lot of similar inconsistencies. Lazer's attention to detail is very much something that I admire |
Brings us closer to the figma designs. Also centres the playfield and timeline centre as proposed in #24207.